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There's On Hit and then there's "on hit"
#1
Quote:Steel Aura

The Black Knight gains the power of Negation, preventing weapons with On Hit effects from utilizing them when attacking the Black Knight for X rounds (based on Rank).

Warning: Read Carefully!

I think this skill will be more helpful if instead of On Hit Weapons effects, it prevents on hit effects on the black knight with the exception of auto-hits. When I mean by effects, I mean everything that happens to the black knight besides damage, hit, critical and so on via basic attack and basic attack skills. Just simply 'effects'. Debuffs, skills and things, that activate with basic attacks that negatively effects the black knight.

Some examples of what I mean:
Using a High Charge Vamp shell wouldn't drain the Black knight's stats, but the Magic gunner will still gain his or her buff from it.
Pulling Shot still does extra damage but can't pull.
L'au-Dela doesn't inflict fear.
Blowback Cannon doesn't knock back or stun
Curse Haunted does not inflict fear.
Straight Cannon's sub-weapon's on hit effect doesn't happen
Drown can inflict Silence
Bright Bishop can inflict Glowing
Noshka's Famine can travel back and forth between a black knight and a hexer as normally
Backstab will do extra damage and critical boost
Oil Chain does work with Cannon Skills


This new rework will really give the feel of black knights being hardy warriors of steel above others. Either way, it could be a good warp-able idea for any future classes or items.

Also can there be a clearer way to point out what is an autohit or not? Like an icon in the skill's right side description?
 
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