Pepperlunatic
Active Member
- Joined
- Jun 16, 2017
- Messages
- 101
- Reaction score
- 120
- Points
- 43
Overall, I think the whole idea of “gives X effect when hit” is just too easy to trigger powerful defensive mechanics. Giving it a 5% doesn’t mean anything as the game heavily promotes multi-hits and combos. Unless this is the devs secretly telling us to use less Multihit BBs and use single hit special moves instead.
This is so true. 5% means nothing if it just keep triggering on hit despite of being 5%. There should be some mechanism that reduces the probability of triggering defensive on hits effects when it triggers for better player experience.
What are your ideas for adjusting and tuning oppressing catalysts?
For armor rating and other armor stuff, I think we should just make armor to get 10% damage reduction per stack instead of 25% and make armor break to prevent further armor gains during its duration. Armor is just too common in many defenses and way too effective for its commonality. Also, since it is much more difficult to give armor break than get armor on hit, armor break should nullify armor for its duration to make it be more reliable counter.
For anything that relies on immunity, it would be nice to make immunity have 5 stacks and stack 5 does exactly what it does previously while other stacks give 20% resistance on debuff and other effects per stacks. This way, we can reduce power of some of the immunity modifiers, SA, and catalyst without having to remove immunity completely.
Rest of those you put up there does not seem to have much better option other than removing them they are just fundamentally annoying and not adds anything fun into the game.
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