You don't suppose Naddic will make a Knockdown oriented character, do you?
#1
The Wolfdogs thus far have all been based around a certain bonus damage type, get bonuses towards Critical Hit Chance for the type of attacks, and even give bonus damage for that type as their teamwork level.

Nata is centered around Back Attack.
Levia is all about perma-Phase Power. (Past the initial activation.)
Harpy focuses on Aerial.
It's safe to say one of the remaining two will be about Chase. (Naddic keeps on trying to push it on us, but most of the endgame bosses can't even be launched, and anything that can in Plane Gate dies quickly anyway.....)

However, there is only one other bonus damage stat left after Chase that does not have an associated character: (When counting the bonuses against specific enemy types as their own category) Knockdown.

Even though knocking enemies down is discouraged and all the same enemies immune to Chase bonuses cannot even be knocked down, and all skill cubes related to Knock Down Bonus Damage don't sell on the market at all, (You're lucky to even sell Back Attack ones, let alone Chase. Knockdown? Ha!) the stats for it exist.

Do..... do you think Naddic might actually make a character focused on bonuses to knocked down enemies? It would complete the apparent pattern. But, well..... you know. The stats are pretty much useless. But if they don't do Knockdown Bonus Damage, the only other flat damage boost left to fit the Teamwork Level theme is Critical Hit Damage. Which would have too much value compared to all the other Teamwork Level bonuses. (Can Seha get a better one yet? 30 Atk at level 60 is nothing.)
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#2
yay speculation

I was thinking the same thing... they might, to be honest. Even then it'd be a better boost than Seha's for queueing with randoms or slip-ups...

That said, Naddic seems to be another case of the devs not actually playing the game or knowing anything beyond theory, so even CHD/CHR boosts aren't past them. They don't seem to understand what's useful and what's not, and given that Levia already broke the 4 conditional dmg pattern in the middle, it's just as likely they'll add something other than down. 

I do think it'll be an offensive-oriented teamwork skill either way, though not necessarily flat... unless they add a tank counterpart to a Black Lamb character.
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#3
I don't think a down-oriented character to be a bad thing...as long as naddic decides not to make the character similar to existing characters.

If I were a developer...
...A down-oriented character wouldn't exactly have to be the one downing.

Rather, someone who has a few skills that deal ridiculously high damage to downed foes, as well as re-stand.
Maybe deal an even higher, more ridiculously high damage to a foe that can't be downed.
...that would be pretty fun. Sounds like an extremely hardcore top.

Something like that should have a character passive that adds +X% P/M Critical Damage on a foe that can't be downed with re-standing skills that have +100% Downed Damage for Master Skill Cube.

The character itself should have average multipliers.

As for chase character, a Finishing Move that moves forwards, pulls foes along with it, and forcefully levitates + hold foes in place so that they receive Chase damage. (This would also be useful in party. In my vision, it will deal DoT while the foe is stuck in its "prison".)
Also, either:
  1. Skills that all unconditionally lift up the foe
  2. A character passive that matches 50% of Chase stats to P/M stats.

The latter sounds better. The former may create irritation in party play.
~~
moo
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#4
(12-26-2015, 05:55 AM)Khleys Wrote: Rather, someone who has a few skills that deal ridiculously high damage to downed foes, as well as re-stand.
Maybe deal an even higher, more ridiculously high damage to a foe that can't be downed.
...that would be pretty fun. Sounds like an extremely hardcore top.

Something like that should have a character passive that adds +X% P/M Critical Damage on a foe that can't be downed with re-standing skills that have +100% Downed Damage for Master Skill Cube.

The character itself should have average multipliers.

As for chase character, a Finishing Move that moves forwards, pulls foes along with it, and forcefully levitates + hold foes in place so that they receive Chase damage. (This would also be useful in party. In my vision, it will deal DoT while the foe is stuck in its "prison".)
Also, either:
  1. Skills that all unconditionally lift up the foe
  2. A character passive that matches 50% of Chase stats to P/M stats.

The latter sounds better. The former may create irritation in party play.
Imo, a knockdown based character (#BulkyMan) would definitely work out if he knocksdown a lot AND nearly all his skills can restand out of it, for example, initial hit= KD, then burst right after.

He don't need to have absurd damage in stats as long as his passive is something as OP as "deal 50% more critical damage to downed targets" etc...

As for things that can't be knockdowned, easy, just do something like J's FM3 / Seha's point blank strike, in case he fails to knockdown, change the skill into something else that would do an equal burst of damage in some way..


The real problem would be a chase character who can't always chase lol...
Quote:a Finishing Move that moves forwards, pulls foes along with it, and forcefully levitates + hold foes in place so that they receive Chase damage.

-insert Nata FM1 & Harpy FM2 here-

Nah, that wouldn't help, because most bosses can't be chased, something like J's FM3 would probably fit more, catch & cyclone, if missed burst damage, but remember, all you need for chase is your opponent to be midair for some reason...gravity based character that breaks the rules? maybe.

And yeah, they should definitely avoid making the same BS with Nata such as "50% chase damage converted to back attack", heck even Nata looks like a chase character to me..




Yeah, I really can't see how they can make a character that can chase better than Nata unless its a copy paste with better passive & FM2.
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#5
(12-26-2015, 09:39 AM)Person Wrote: Nah, that wouldn't help, because most bosses can't be chased

Well what I meant with that skill is that, regardless of whether they can be launched or not, the foe will be forced to levitate.

When the foe is forced to levitate, all hits they receive will be chase. The reason I say the things before it is so the Finishing Move won't only have bossing use.

(12-26-2015, 09:39 AM)Person Wrote: He don't need to have absurd damage in stats as long as his passive is something as OP as "deal 50% more critical damage to downed targets" etc...

Well, I said foes that can't be downed. If it's a character who specializes in down, his/her specialization would be extremely situational.
So to match someone like Levia, he/she'll need a bonus for foes that can't be downed.

Maybe call it something like F**K YOU I WANT TO PUSH YOU DOWN ON THE BED "Uncontrollable Anger".
You know. Cos like. Uhm. He/she gets so mad that his/her attacks are like...so stronk that they all either down you or whoop yo tight azz. Smile

You know what naddic don't take these ideas I want these for my own thing
~~
moo
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#6
(12-26-2015, 05:14 PM)Khleys Wrote: Well what I meant with that skill is that, regardless of whether they can be launched or not, the foe will be forced to levitate.
That sounds a little bit gamebreaking to me.....

-levitate Morax-

10/10
(12-26-2015, 05:14 PM)Khleys Wrote: Well, I said foes that can't be downed. If it's a character who specializes in down, his/her specialization would be extremely situational.
So to match someone like Levia, he/she'll need a bonus for foes that can't be downed.

I don't think they are trying to make another character match Levia, Levia is on her own world right now..

Harpy get away with it because Aerial can simply be used everytime without problem, and Nata who is supposed to be back attack (technically better than chase & KD) is technically bad, or at least the worst in some way.

So yeah, maybe if they put a chase/KD character they will simply be worse than Nata Big Grin
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#7
(12-26-2015, 08:06 PM)Person Wrote: That sounds a little bit gamebreaking to me.....

Give it 180 second cooldown and it should be okay o3o b
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moo
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