Latest version of Super Attack needs balancing

By Vowels of Exabytes · · 26 views · 4 upvotes · 3 replies

Given the most recent incarnation of this guild boss move, a 12s window theoretically means only 6 players can Guard and receive defender’s loot, since there is a 2s cooldown window between separate turns. Realistically, only 5 would be able to accomplish it. Practically, a maximum of 4 are going to achieve it; the most I have seen actually do it is 3. Usually it is more like 2 or 1, or none at all.

It punishes low-level players the most, since they will take more hits that are a greater percentage of their max HP.

It is impossible to step in for one or more players receiving heavy hits AND put up your Guard in time to deflect a Super Attack. (I’ve tried more than once.)

A Super Attack triggered by another player who moves within 45s of your most recent move means you will be within your cooldown window and unable to respond. A Super Attack triggered by your own move puts you at the start of your cooldown window and leaves you unable to do anything.

If you previously used Guard within 2 turns of a Super Attack, it will be in cooldown and impossible to deploy against it.

You essentially have to be immediately ready at every moment to change your Loadout if you don’t have Guard equipped when a Super Attack happens, or else you probably won’t be able to swap skills fast enough to respond in time.

My guild encountered an instance of near back-to-back Super Attacks, to which the second was impossible to respond.

Replies

Evo ·

Maybe a 200/150 click in a 1 minute timer to collect it could be a great addiction too

Vowels of Exabytes ·

Was that a Freudian slip (addiction vs. addition)?

Evo ·

Yeah :D