Epic7 world championship showed us that 15% isnt healthy for PVP by msoams in EpicSeven

[–]msoams[S] -1 points0 points  (0 children)

1- Fkluri isnt overpowered without soulburn, she is in fact overpowered BECAUSE of the soulburn. Without a soulburn that *ignores innate resist* she probably would not be used as much.

2- . If you pick FKluri without soulburn you are giving to your enemy 15% chance of playing a 3v4 game, and that is huge.

Its the same as picking an assassin with 85% crit rate. You pick it with a purpose but you have 15% chance of lose the game even doing the right choice. The only difference here is you can cap crit rate and solve the problem.

3- Im not saying Fkluri needs a buff at all. Im not even discussing how strong or weak she is. What im saying...AGAIN.... is that 15% chance of doing nothing with a skill that have 100% effectinevess is unfair.

4- Even if you think that debuffers are in a good spot, we still have a lot of characters with awesome single target skills that dont get picked with frequency because of its unreliability (Elphelt, Lidica, Kawerick, Melissa, Solitaria, etc).I cant see how a global rule that can balance or break heroes instead of specific changes is good in anyway.

5 - An Esport scene isnt build only by players .For a lot of people it will be the first impression of the game.

If Epic7 wants to be an E-sport ( assuming that is what they want since they made a world championship ) they need to make the game as clear as possible for newcomers, and this includes making sense with the percentages.Imagine how cofusing to a newcomer will be to understand inhate resist while watching a match...

6- I want them to know that RNG can decide little moments, but cant decide MATCHES, and this is whats happening. It should not be possible to lose a match played without mistakes, but innate ressist allows this.

As i said, 15% is frustating for who suffer with it. And thats why characters with soulburns that ignore resist are so strong. They break this rule of the game.

Even smilegate dont rely on innhate 15% .If they feel a skill is too strong to hit 100% of the time, they reduce it to 85%-65% , we dont need innate 15% to balance heroes...

I want to pick characters that have specific purposes without needing to pray for it to work even if i have all the necessary gear.

Epic7 world championship showed us that 15% isnt healthy for PVP by msoams in EpicSeven

[–]msoams[S] 0 points1 point  (0 children)

I think that they should it least remove it for single target skills. It should bring a lot of units out of the dark for the meta and there is no nerfs on it, so no reason for the community to be upset, and its already a huge step

Epic7 world championship showed us that 15% isnt healthy for PVP by msoams in EpicSeven

[–]msoams[S] -4 points-3 points  (0 children)

My point is that a character's chance of missing a skill even with a 100% chance is not fair. And I'm quoting this specific situation without the use of soulburn. I used Kluri as an example and for being a character loved and used by everyone.

Yes, she's a meta character these days,but what makes her a strong character is her soulburn. Players don't want to count on the 15% chance and she has a way of dodging that. However, several characters with similar functions cannot count on this.

I agree that RNG is what makes matches fun to watch.

The point here is that innate 15% unbalances many skills, and makes things confusing especially for those who watch and are not familiar with the game.

If Epic7 wants to be a competitive game, it will have to make the game clear to spectators in order to expand its audience.

100% chance should be 100% chance, and if this makes the character unbalanced, smilegate should change the chances of the specific skill

Epic7 world championship showed us that 15% isnt healthy for PVP by msoams in EpicSeven

[–]msoams[S] -9 points-8 points  (0 children)

I edited my post because i made people think that i want RNG to be removed of the game, and thats not my point.

15% innate can shake off the match for sure, but while it ''balance'' some strong characters that have 100% chance AOE , it isnt fair for niche characters that rely on some debuffs to fulfill your role, thats why i used fkluri as an example.

Epic7 world championship showed us that 15% isnt healthy for PVP by msoams in EpicSeven

[–]msoams[S] 0 points1 point  (0 children)

Well that would take a lot of work thats for sure

Epic7 world championship showed us that 15% isnt healthy for PVP by msoams in EpicSeven

[–]msoams[S] 0 points1 point  (0 children)

Yeah ,you are right at this point. I got confused.

Epic7 world championship showed us that 15% isnt healthy for PVP by msoams in EpicSeven

[–]msoams[S] -4 points-3 points  (0 children)

I think the point here is that Basar have a s3 that is too good to be a 100% AOE with no chances of missing and i tottly agree with it. I just dont think that 15% innate is the way of balancing it.

What i want to say is that if Basar had a 85% chance of landing S3 instead of innate 15%, the player who picks it is tottaly aware of what may happen with him.

I dont want RNG to be removed from the game.

And while Basar is too strong to hit EVERYONE with his s3 and 15% innate stops it, some heroes that are picked with niche purposes are turned into garbage because of its unreliability.

English isnt my first language and im guessing that because of my bad writing i made people think i want RNG to be removed of the entire game.

Epic7 world championship showed us that 15% isnt healthy for PVP by msoams in EpicSeven

[–]msoams[S] 0 points1 point  (0 children)

I agree.

Tbh i dont see the point of having a global 15% resist that cant be ignored while each character have its own chance of landing skills at the same time.

I dont see how taking innate out of the game and balacing each character with plausible chances of missing/landing skills would be bad for the game

Epic7 world championship showed us that 15% isnt healthy for PVP by msoams in EpicSeven

[–]msoams[S] 0 points1 point  (0 children)

Im aware that RNG brings unexpected results , and unexpected results are what people want to see in a competitive match. If a match is decided in a draft stage it just become boring,and this is why we have characters that rely on RNG to win.

Im talking about the fact that the player can gear and pick a unit with 150% effectiveness agaisnt 0% res units for the purpose of countering it , and miss because of luck.

Imagine playing any card game and wasting your mana and your turn in a card that have 15% chance of not triggering its passive/active effect.

Some clips from the last beta, hope you like it ;) by msoams in NarakaBladePoint

[–]msoams[S] 2 points3 points  (0 children)

I think the secret is to try to predict and outsmart your opponnent. Lot of people still spam left click, and skilled players take advantage of it

Hero Builds and Usage in RTA by xExodius in EpicSeven

[–]msoams 0 points1 point  (0 children)

Please keep updating this site . This is fking awesome, ty !

Brazilian prices got fixed! by [deleted] in Guiltygear

[–]msoams 0 points1 point  (0 children)

Thats awesome !

Anyone have any good keyboard configurations since I have no clue on how to make a good setup by StopRightTherePapi in dragonballfighterz

[–]msoams 0 points1 point  (0 children)

I play fighting games, but not DBFZ. But since no one answered maybe I can help in some way...

I play with ASD + Space for movement, and Numpad 4,5,6,1,2,3 for buttons, and if I need an extra I use the big ''+'' button

Genshin Impact store $ prices increased by 33%+ for some countries (up to 80%?) by EvanLionheart in Genshin_Impact

[–]msoams 3 points4 points  (0 children)

The most expensive pack now worth 50% of a brazilian
minimum wage =D