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
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
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
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. Youâre 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 âendgameâ is the Dark Sea, you canât 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 wonât consider that at all for spells lol
Surge is a great example of Drawback being inconsistent. Isnât 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
you get punished hard anyway
I can confirm this too I nearly die to pirate ships using Surge sometimes but itâs 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 wouldnât even be meaningful enough for it to do anything, itâd 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 wonât try to dodge while Surge, they wonât try to think of how to hit u, they will just go and attack
âŚOk. I wasnât making a point with that at all, I was just stating itâs 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
âŚ
That proposal would literally only make Surge better then lol.
It takes a good amount of HP on activation then never again throughout the skillâs 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, youâre already pretty much punished for using it to begin with due to how vulnerable it leaves you. At that rate with that proposal thatâd 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
Thatâs⌠Not how Surge works.
A cone-shaped continious burst of magic dealing damage each tick, isnât it? I havenât used it myself, so I may not know some of its features