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Post by drspendlove on Apr 6, 2020 7:39:36 GMT -5
In crew combat, Buff yourself with +4 Initiative, +25% Melee Damage, +6 Bleeding, +35% Armor Piercing, +10% Critical for 3 Turns, advances 1 slot (requires blade)
This is crazy strong. It seems to have a themed tradeoff for self-harm over time in return for amazing damage output. This talent combined with powerful quickblades is how I've been dealing 150p+ on many of my attacks. When I roll for 1d6 bleeding damage, I don't even blink. What would you think about making that tradeoff a little bit more present, even if it were just 1d12 bleeding? This would also give some particular advantage to the traits that give bleeding resist.
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Post by Cory Trese on Apr 7, 2020 12:02:57 GMT -5
A buff of self damage, aka a Nerf. I like it.
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Post by fallen on Apr 10, 2020 14:57:23 GMT -5
Rebalanced
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Post by brentaur on Apr 13, 2020 19:33:40 GMT -5
I love this.
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