Feedback on Those Sweet (and Bitter)Skills --Act 2

The tale of the siblings Althea and Shea https://www.winterwolves.com/seasonsofthewolf.htm
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yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Post by yayswords »

No I think that's a terrible idea :( it's so easy to force position swaps for some monsters, which effectively costs 8 delay for my team (24 if it's a mass push), leaves people exposed until I can swap, sometimes comes with debuffs (scared/poisoned for example), and now it's gonna force me to recast Guard/Protect too? :(
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jack1974
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Post by jack1974 »

OK so I'll leave it as it is then? :)
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yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Post by yayswords »

Can't do that either... nothing urgent about this though. Ideally you should temporarily lose the attack bonus if you end up in the front row, but maybe that's hard to program.
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renke_
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Post by renke_ »

What about splitting the effects? One identical to the normal guard skill (only active in the backrow, but not deleted when the char moves to the front) and as second one the attack bonus, this one disappears if the char steps on a fronline field (as you proposed)
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jack1974
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Post by jack1974 »

Yes this way would be easier. Will do it this way :)
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yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Post by yayswords »

I tried Krimm's Counter Attack during her flashback and quickly realized that this skill is totally in the wrong hands. I need to make my mana last until I get to rest or level up. I use a lot of basic attacks. I would think twice before attacking someone with that buff, similar to Bramble Coat. Enemies will obviously not hold back on me with their abilities however, which makes this skill rather useless until they're out of mana. Not a very exciting pick.

On a positive note, the maths look good for Wreak Havoc vs. Spinning Strike right now.

Also a very minor thing. Thief "side damage reduction" kicks in when a mage tries to melee them too. I only melee with my mages as a fast action for regen so not like it bothers me though.
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jack1974
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Post by jack1974 »

yayswords wrote: Also a very minor thing. Thief "side damage reduction" kicks in when a mage tries to melee them too. I only melee with my mages as a fast action for regen so not like it bothers me though.
Haha why you don't use magic bolt instead of melee though ?
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yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Post by yayswords »

Melee attack 6 delay, magic bolt 8 :)

Plus if I'm turtling for regen it's in my best interest to do little damage anyway.
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jack1974
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Post by jack1974 »

Hmm well I guess if target's magic defense is high makes sense. I usually get x2 the damage so even the slightly higher delay doesn't matter. However I almost never play NM mode :P
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yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Post by yayswords »

No I don't do it for damage. I do it to get fast turns. It's a method for regenerating when a battle is already won. If it's a hard fight and I'm fucked for mana I will probably use magic bolt to help out. I don't think it's ever been the case that the melee attack is better for damage.

Speaking of which, does +attack help magic bolt somehow? Else can we take it off the mage gear? :P
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