Necessary Drawback changes

pill explained me how it works, its based on how much hp u have left, so for example if u have 1K hp, you will lose 30 hp, but if u have 500 hp, u will lose 15 hp

he also said he thinks its 2% per drawback point


Oops so much for my jewels. Gimme oooone more minute

Because of this mechanic, tanks are having their hp dropped to 800 after mere seconds after the fight started, and forced to fight with this, this is not alright

Before drawback, these two could only scratch me for 400 hp, but now I am almost losing to two damn normal sharks

i mean, i agree that drawback should take dmg based if u hit ur target, but i think having stuff clarified can make discussion easier

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No Ultimate Art
Ultimate Art

I can justify this purely cause ultimate arts generally take longer to cast as well, on top of everything else. You’re 100% able to get in a good hit or two especially if the user whiffs, on top of the damage they took and will take throughout the fight from themselves or you. Especially right now where the current “endgame” is the Dark Sea, you can’t just bombrush entire crews without coming out unscathed.

Now Surge is a different story but Surge is just funny and leaves you even MORE open to hits, so I won’t consider that at all for spells lol

Surge is a great example of Drawback being inconsistent. Isn’t it taking your hp once after activation? Would it be logical to take hp every tick instead?

No. You are extremely vulnerable to enemy attacks during it and people can easily walk outside of your range. It 100% does not need to be you taking damage every tick

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you get punished hard anyway

I can confirm this too I nearly die to pirate ships using Surge sometimes but it’s satisfying and funny as hell to watch everything essentially burn

Ofc I am not talking about great amounts, just 0,3 -0,5% max hp per tick

0.3% to 0.5% a tick wouldn’t even be meaningful enough for it to do anything, it’d be more of a nuisance at that rate. And again, you get punished hard for using it too long anyways. Why make drawback more punishing on a skill that leaves you unbelievably vulnerable like that?

Npcs are more dangerous than players in the moments of surge bc they are not humans. They won’t try to dodge while Surge, they won’t try to think of how to hit u, they will just go and attack

…Ok. I wasn’t making a point with that at all, I was just stating it’s funny to watch.

Average hp is 1500, so taking 7,5 hp per tick will be almost equal as if it would be taken at once after activation, the thing that changes is a way how your health is taken

…
That proposal would literally only make Surge better then lol.
It takes a good amount of HP on activation then never again throughout the skill’s rather lengthy duration, with your proposal you could literally just burst Surge and not be punished nearly as much as you would for whiffing it. As I said, you’re already pretty much punished for using it to begin with due to how vulnerable it leaves you. At that rate with that proposal that’d be more of a buff than a nerf lol

Remember how Rushdown works? Less hits - more damage per hit. Obliviosly, less surge duration will mean more hp fine per tick

That’s… Not how Surge works.

A cone-shaped continious burst of magic dealing damage each tick, isn’t it? I haven’t used it myself, so I may not know some of its features