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Painproof
#1
Giving the game about 1 more week before making that GR2 aftermath thread.

As for now..

I've noticed something after using painproof a bit. It has three massive flaws that's heavily affected by the new turn order, diminishing return DR changes and the new GR2 reduction changes.

First: The reduction faces both diminishing returns and the new reduction nerfs.

Second: If you didn't crit on that turn, and you proc Riposte or the person literally just press skip on the next, there goes your status and you just wasted +80~150 HP. 

Three: You pay too much HP (10% of your current max so with more status effect, the higher this becomes) as well as momentum (3) for it. It's not like BOI whereas you negate damage or still get the flat value, you're still taking damage and its only giving you a certain amount of bonus reduction so in return (Thanks to the many changes), the same amount of HP you used is the same amount of HP or less its blocking for the player.

For three - At this point, you were better off just kiting away to burn momentum or level 3 guard and slap a mirror on it.

Painproof certainly needs an adjustment. 


So suggestions on it? What do you think should be done?

A few things but firstly, to make it worth getting/user over something like guard. 

Firstly: Reducing the amount of HP it uses by half. So 5% (Or even 8%) instead of 10%. (So people aren't using 100~ HP but instead 50~.)
Secondly: If someone that's marked attacked, it increases the duration by +1, max at 3 but that person cannot increase the duration again until the status ends.
Lastly: The duration does not end unless the player uses an action except for Skip.

OR

Just let Rising Game lower the HP cost and increase the duration base on the level.

Wouldn't this make it a must get skill? No, it would still cost HP as not many will be able to run it if they have low base HP as well as if the Claret Call runs out, was used or was cleanse renders the skill useless.
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#2
That'd be fun. Fighting at low HP and actually surviving longer at low HP is the only power fantasy Ghosts lack at the moment.
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#3
I mean I want to believe it'll play nice with Ghost's theme than cheesable bootleg guard that kills you and can't be used after you're low health or have too much negative status.
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