There is an event that does exactly that and it can be really brutal. If for example a monster has an end-of-turn delay of 30 and gets a boost that reduces it by 20, that just triples its AP per time unit. What matters is in fact not the end-of-turn delay, but the action points per time unit, since it is a direct measure of what a sister or monster can do in given time frame. I really like your idea Drazhya, this would make the game much more interesting and challenging. I can just as well clear an entire map on a regular mission before any monster has the time to act. Originally posted by Mephisto:Thanks to Spirit Haste, I just killed the fourth boss before he could even act (I know he's supposed to do something when loosing X% of his HP, but that doesn't seem to work unless he's taken a first action). There may be other skills that need a similar nerf, like Spirit Burst, but I never tried them out so I cannot tell. That would make the game much more balanced and interesting. My suggestion is thus simply to limit Spirit Haste exactly in the same way to one use per initiative. For example, the Scythedancer's Deadly Dance skill: if she uses that skill and after that you Spirit Haste her with a Soulslinger that plays at the same initiative, so that the Scythedancer can act again immediately, Deadly Dance is still on cooldown for her. To be exact, it seems at least some of those skills can only be used once for a given initiative number. The only exception are those skills that can be used only once per turn. You can even use those leftover points to Spirit Haste additional sisters, so there is really no limit to what you can do. So in effect you have infinite action points for 0 initiative. With the right traits that give more AP, sacrifice bonus from the Scythedancer that reduce the end-of-turn delay and memories that further reduce initiative, a Soulslinger can easily reduce the other one's initiative to 0 and have leftover action points. So my opinion is that Spirit Haste is too strong and breaks the game past a certain point.Īll you need is two Soulslingers that haste each other. You can't prevent the "egg crack" interrupts at X% HP, but apart from that, Suffering didn't have the time to do anything. I can just as well clear an entire map on a regular mission before any monster has the time to act.Įdit: same for last boss. Thanks to Spirit Haste, I just killed the fourth boss before he could even act (I know he's supposed to do something when loosing X% of his HP, but that doesn't seem to work unless he's taken a first action).
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