07-29-2021, 05:39 AM
(This post was last modified: 07-29-2021, 05:40 AM by Sawrock.
Edit Reason: Clarified a point.
)
Attacks that hit groups are more powerful than single-target attacks by virtue of dealing more damage. When you can take care of multiple targets in one move, why would you choose not to? While crit builds and single-target skills are more likely to deal more damage to a single target, I'm here to suggest a change none-the-less to make battles more tactical and engaging.
Enable friendly fire. Change absorb to heal, at most per round, your Vitality. Or Defense, or Resistance, or Elemental Attack- or whatever stat it may be. You won't take damage from it past that though- it'd act as 100% resisted besides the heal. This way Red Letter can't be abused and throwing down sear tiles like it's no tomorrow actually has consequence. To ensure team-attacking will be non-viable, make it so that there is momentum loss for attacking an ally- similar to how you lose momentum for the failure of a crit or attacking with a resisted element.
Enable friendly fire. Change absorb to heal, at most per round, your Vitality. Or Defense, or Resistance, or Elemental Attack- or whatever stat it may be. You won't take damage from it past that though- it'd act as 100% resisted besides the heal. This way Red Letter can't be abused and throwing down sear tiles like it's no tomorrow actually has consequence. To ensure team-attacking will be non-viable, make it so that there is momentum loss for attacking an ally- similar to how you lose momentum for the failure of a crit or attacking with a resisted element.