Line based things vs shields, - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: Suggestions (https://neus-projects.net/forums/forumdisplay.php?fid=7) +--- Thread: Line based things vs shields, (/showthread.php?tid=4389) |
Line based things vs shields, - Lolzytripd - 03-19-2017 All line based skills have a chance to fail when going through a tile ending the skill when hitting a target with a shield. That the merrit of the idea, it gives a reason for a tank to play the defender more, gives them more tactical ways to apply their tank. projectiles stop going forward, Side/sill cut style skills ends the tile infront of the tank. Re: Line based things vs shields, - Autumn - 03-19-2017 I don't know about sidecut and sillcut but the rest seem okay. Re: Line based things vs shields, - Lolzytripd - 03-19-2017 I mean sidecut isn't going around a guy cutting him from the side, its literally dashing for ward, invading personal space and ducking over or under peoples arms as you cut them. If a person with a large shield blocked your attack mostly, it stands reason you might lose the momentum to maintain your Blitz. now with tanks being bumped down a bit, I feel safe in suggesting Tank buffs that affect gameplay in interesting manners more than just flat damage resistance. Re: Line based things vs shields, - Egil - 03-19-2017 I agree that we need to add more unique mechanics to make fighting interesting beyond DR, stat boosts, etc. +1 Re: Line based things vs shields, - Shujin - 03-20-2017 I think sidecut is sorta hard to even implent like that, cause scenarios like this: DO |