Falcon Strike into Lance de Lion is generally not doable due to the reason that:
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/223076878804582400/779117198643822612/unknown.png)
![[Image: cUdcy3O.png]](https://i.imgur.com/cUdcy3O.png)
You'd have to be standing right in Lance de Lion range for a Falcon Strike combo to be thrown into the mix, and at that point it's the same (in essence) as standing in the line of a Priest with Needle, in range of Wretched Oil > Menov's Fang, or in range of Sidecut > Two more basics. It's the sort of thing that usually, although not always, can be avoided.
Magic, on the other hand, cannot be avoided in the majority of circumstances. There's little counterplay to it beyond hyper-speccing into anti-magic damage, which is a huge part of why magic tank meta is considered so cancerous to deal with right now.
Dodgies already take a million damage from magic meta so the extra HP usually doesn't matter -too- much to them. But it's still a decent help. It's not only helpful for them, but for anyone that wants to build a particularly IC concept that needs some semblance of basic functionality even if not necessarily the strongest build out there. STR giving HP was a blessing and a curse due to the reason that it enabled more variety in a game where the cookie cutter build is so prominent, and that it enabled STR autohitter tank meta to exist in the first place. But Dev already nerfed the scaling on the biggest offenders of the STR autohitters, it's why I (personally) don't mind them as much as the one spellcaster with 60 scaled DEF/RES stacking a million DR and doing 400 damage per round to you with a Custom Spell > anything else. Worse, 700+ if they're running Impure Element for giggles.
Basically, removing HP gain from STR does not encourage more variety - it kills it.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/223076878804582400/779117198643822612/unknown.png)
![[Image: cUdcy3O.png]](https://i.imgur.com/cUdcy3O.png)
You'd have to be standing right in Lance de Lion range for a Falcon Strike combo to be thrown into the mix, and at that point it's the same (in essence) as standing in the line of a Priest with Needle, in range of Wretched Oil > Menov's Fang, or in range of Sidecut > Two more basics. It's the sort of thing that usually, although not always, can be avoided.
Magic, on the other hand, cannot be avoided in the majority of circumstances. There's little counterplay to it beyond hyper-speccing into anti-magic damage, which is a huge part of why magic tank meta is considered so cancerous to deal with right now.
Dodgies already take a million damage from magic meta so the extra HP usually doesn't matter -too- much to them. But it's still a decent help. It's not only helpful for them, but for anyone that wants to build a particularly IC concept that needs some semblance of basic functionality even if not necessarily the strongest build out there. STR giving HP was a blessing and a curse due to the reason that it enabled more variety in a game where the cookie cutter build is so prominent, and that it enabled STR autohitter tank meta to exist in the first place. But Dev already nerfed the scaling on the biggest offenders of the STR autohitters, it's why I (personally) don't mind them as much as the one spellcaster with 60 scaled DEF/RES stacking a million DR and doing 400 damage per round to you with a Custom Spell > anything else. Worse, 700+ if they're running Impure Element for giggles.
Basically, removing HP gain from STR does not encourage more variety - it kills it.
![[Image: Fern22.gif]](https://sig.grumpybumpers.com/host/Fern22.gif)