It’s not a grab at all lol. It doesn’t work how they work. If it was something where you did less hits for more damage each hit it’d literally be stupid, since you could just activate it once, and do (however much damage a full length Surge would be for a build) in a huge AoE, hitting behind walls. That would be REALLY broken
Literally just think of a flamethrower. That’s Surge
I know, I know. Let me just summarize what was said about Surge, so there will be no misunderstandings.
Right now, Surge with Drawback takes a portion of your hp, then activates, then deals damage.
I suggest: Drawback activates each tick of Surge hitting the target.
What now: the amount of hp taken hasn’t changed, it just being taken in more consistent way. Less duration of Surge still means less drawback. And now firing Surge just for fun into the air won’t take your hp away as you aren’t dealing any harm that can be fined
Hot take: drawback is fine as is. I don’t want tanks using it because it will be way too op
I mean I still don’t really see the point. If you’re using Surge, no matter if you whiff it or land it, you’re gonna be taking a lot of damage due to how vulnerable you’ll be. A lot of stuff can get through depending on your magic, too. There’s no real reason to just let you live longer if you whiff it, that’s kinda the whole deal with drawback. You gotta land your hits and play smart
This is how it should be lol, if tanks could just utilize all the damage drawback gear provides with less of a downside it’d be waaay too strong
Exactly, glad people agree
Especially once you think about how if it was on hit instead of on attack, the dreaded glass cannons would literally just become more terrifying. They could stack up practically a full blown drawback super high power build and just ultimate art people in nearly one shot lol
Why are you stuck to the fact you will be punished while surging? Drawback does not care what exactly you are doing, you are cursed with it, you will lose hp for attacks, and what will be after this is not its business
A glass cannon metal mage with a good 2-3 drawback speccing into power for the most part would literally be devastating, especially more so if it was an “on hit” effect
Because you can’t move during it?? I’ve literally used the skill multiple times myself I’ve seen what there is to see regarding it
They won’t survive their blow, and I haven’t said a word about giving them any more power
A full drawback/power metal mage could literally just walk up to you, pop a power potion if just that tiny bit more damage was needed, use an aura, and pretty much instantly murder/nearly murder you, or get away scotfree if it doesn’t land somehow
This is not a balance change, this is QoL change
The issue is there’s literally no punishment for whiffing an attack when there should be. If you fuck up an attack with build literally designed around taking self-damage for greater attack power you can literally just have as many tries as you need till you do land a hit
They are able to do so even now, but the change is that they will lose all their hp after this instead of a small portion. I gave them no buffs in my words
Yes, of course, that is how it should work
And if they miss they legit just get another shot, instead of them whiffing and you simply being able to get more hits in and (possibly) kill them. While I do think ultimate arts should take more hp, doing it literally on hit instead of on attack just wouldn’t work. You’re supposed to not miss. Being punished for missing is how it should be considering the damage you do
There’s no real risk to any fight if the only damage you take from yourself is only when you land a hit, if you’re not being punished for your whiffs it isn’t as much of a “drawback”
They won’t be tanks anymore of they will run high power. They will finally become a used build after the change, but if they would like to remain their hp, they will be forced to run less power