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Magic, The Suffering
#21
"Snake" Wrote:
"Tin Foil" Wrote:M.TYPE - STANDARD Arena Combatant takes 261 Fire magical damage.
Brightly-armored Hyattr's turn.
M.TYPE - STANDARD Arena Combatant recovered 3 FP.
Brightly-armored Hyattr's turn.
--- ROUND 2 ---
Brightly-armored Hyattr recovered 3 HP.
Brightly-armored Hyattr recovered 7 HP.
Brightly-armored Hyattr recovered 3 FP.
M.TYPE - STANDARD Arena Combatant takes 208 Fire physical damage.
M.TYPE - STANDARD Arena Combatant takes 108 Fire magical damage.
Status Infliction: 143.2 VS Status Resistance: 48.7
M.TYPE - STANDARD Arena Combatant was inflicted with Burn!
M.TYPE - STANDARD Arena Combatant takes 208 Fire physical damage.
M.TYPE - STANDARD Arena Combatant takes 208 Fire physical damage.
M.TYPE - STANDARD Arena Combatant takes 208 Fire physical damage.
I believe Searxplosion combo is too strong, true. I'll give you that. Jesus christ. No 'basic' spells should do as much damage as a damn evocation IMO.

"Akame" Wrote:Comparing auto-hit magic to hit-checking/crit-checking damage isn't really a good argument (Note, sometimes people have to use hit-buffs and crit-buffs to attempt to get damage like that @Spoops).

No spell should have the ability to one-hit someone unless they obviously have low RES.. Really not looking forward to the return of 3-4 rounds spars against magic if something doesn't change, honestly..

As for D-Rank evocations? If you silence a mage while they're casting, GG WP they have to break the invocation to try again after curing their ultimate counter. If not? good game, mister thunder-rod, enjoy the instakill. It was always like this before Screamer nation attacked.

What pisses me off is just that Screamer costs 1M and cures silence even if they're Etacof'd, so even if you silence a HSDW'd mage, they use screamer, then double-tap the evocation as you're now in point blank (if VA with cutthroat) or in range (if you used Absolute Fear or Black Bubble) and PSSHHUUUH--- 999 lightning godlike damage!! on you anyway.

We could get Screamer to become 2M, and a tone down on the HP damage to 5% main hand/10%

What I think in the end about the absurd damage of mages for now? This is completely fine and nothing but one thing needs to be changed here. Just nerf this screamer nonsense, I mean, really? 10-20% physical HP damage is not even the slightest hurtful compared for what they can dish out next turn, or even in the same turn because this costs 1M and we're good to go.

2M Screamer sounds good, yup.
Also, as Sarah said, stone dragon > air pressure > stuns needs to be addressed, too.
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