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Spellthief's offensive ability (or lack thereof)
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Depending on how cooldown works, I'd be more likely to say 2 turns is better than one. If cooldown expires on turn end with a one turn skill, all you end up with is a double-tap prevention cooldown. Imo, they should at have to wait one full turn before being able to use something again, rather than just 3-4 additional momentum.

That would still be a slight buff over how it is now, and loosen up things so it's not as common that you're going to be unable to use all your offensive skills, unless you only have a small portion of your capacity dedicated to them.

Alternatively, tweak overload copy to have more potency behind it, making the damage feel worth the cooldown. In that case they'll feel stronger, but you might still find yourself with turns you can't really act on. Could argue that at that point you should have some back-up in the form of your sub class for those moments anyway, because silence... but I get that it would be more fun the less it's limited.
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Ending 145: Disappointed in Humanity
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RE: Spellthief's offensive ability (or lack thereof) - by WaifuApple - 06-26-2020, 02:30 PM

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