yeah decided to go with izane/qliff/izane to cover for my sloppy dodging, will squeeze ether factor into qliff wep affixes to cover the loss of 60atk
i bet 10% fire res would have been nice for red dragon tho :) oh well, probably a minor diff
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yeah decided to go with izane/qliff/izane to cover for my sloppy dodging, will squeeze ether factor into qliff wep affixes to cover the loss of 60atk
i bet 10% fire res would have been nice for red dragon tho :) oh well, probably a minor diff
Are Evleda units still good?
yeah, in terms of raw unit stats they are about as middle-of-the-road as union, almost unnoticeably higher def (higher than quilphad, lower than zeinesis), averaged-out resists of 3%/3%/3% instead of union's 4% and 2 2%s that differ between rear/arm/leg (which overall make a net gain in resists: 9/9/9 vs 8/8/8 )
they are good, even if they aren't a setup of weila/izane/quilphad
I made this video to argue that HP/PP is irrelevant on Hero if Hero is used properly. Phaleg is just the opponent, the technique used is what I'm trying to highlight in the video.
spamming vapor bullet. there is no technique/argument here. countering is one of the cores of hero's arsenal and you are intentionally not using it here. the entire point of HP is to cover mistakes, which everyone makes (even GOD tier players like ponthi). pp isn't as important but having less than 160 starts to become cumbersome for brightness end mobbing.
you are correct that if hero is played absolutely perfectly, you don't need hp. but that would also involve countering for actual dps, not flying around cheesing everything with a single target PA.
You're missing the point.
The whole point of the video is to show that Hero doesn't need HP/PP to rape, the video proves that, however you get there, whatever PA one may use to do so. The argument here isn't about which PA to use, it simply showcases that Heros don't need large amounts of HP/PP to rape.
Whatever tangent you're on about counter attacks is irrelevant here, but if you want to show us how much of a badass you are counter attacking your way through a Phaleg run, let's see your video (w/o units). If you can't get a better time and flawlessly without units, drop your silly countering argument because you seem to have a real hard-on for countering like it's an instant win.
Waiting...
What the fuck is everyone's problem these last few days?
the claim you made is that hp/pp doesnt matter when played properly
personally, i don't feel like the video really helps your claim.
the video shows that hp/pp doesnt matter when you make no mistakes against a single target opponent with no outside distractions, using a pa loop that the opponent has no decent method of countering and has a low net PP loss. Phaleg is not designed to deal with hero cheese because she was not made with hero in mind.
its less a video of hero being "played properly" and more a video of cheesing an enemy that isnt designed to fight hero, in which case; yeah. it doesnt really matter how you play; because you're going to always do well cheesing enemies that arent designed to fight you in the first place. anything hero does against phaleg will work if you're not stupid.
it's like saying "this is how you play BoHu properly" and then showing a video if you spamming PAs at the top of elders face; completely out of the way of his attacks and free to do whatever you please.
i feel that it's misleading
and that both you and i would be hard-pressed to find anyone that agrees with your initial statement.
Very nice!
Also lol at original point. I mean, yeah, I play with Red Shine/Quif/Quif, and no hp affixes outside of ether factor, but, spamming vapor bullet is pretty ridiculous for your argument. 160pp I also agree with for sword mobbing, but, blah. I'm stuck at 153, not too bad.
Apparently spamming content that can kill you twice as easily for one of the best 12* units on top of 14* weapons that you dont get, but other people, who are either worse than you or dont play the matching class, get is something that can drive people mad quite easily. :wacko:
Nicely done. Your clear time is irrelevant though, plus you were buffed. And also thanks for helping me to prove my point: HP/PP is irreverent on Hero when Hero is used properly.
Dude, Phaleg is just the opponent, Vapor Bullet/Weapon Action alternating is a technique that can be used on any opponent without worrying about HP/PP. It can be used against boss types and all types of mobs with great efficacy, especially when it comes to breaking parts like Omega Elder's sword in BQ. Phaleg is irrelevant to the demo.
i had left over buffs from deus solo (actual content). if you are salty over me using team tree, you have other issues. by the same logic, if i can do the same thing with a 1*, then weapon is pointless as well. but you used a 13*, so the line is drawn somewhere. where is it?
okay your turn then. go do solo amd with no hp/pp and tell me how easy it is. waiting...
Ok first, Deus solo is laughable, there are videos of players running gracia without units using vapor bullet/weapon action throughout, and effortlessly. Secondly, why would you think anyone would be salty about you using buffs, I'm just pointing out that fact, and that the clear time wasn't relevant to the point, but you SS your time for some reason? Lastly, since when is a qliphad talis a 1 star weapon? And I can only assume you weren't wearing units. In any case, was a good video because you just helped me prove the point of HP/PP being irrelevant on Hero.
zeph solo.
"your clear time is irrelevant" → "you used buffs"
i made an analogy using your same generalization that you can clear 1 piece of content without needing hp/pp. if you don't need hp/pp, then you don't need attack either using the same logic. the epitome of cherry picking.
ignoring the two more important points to instead bring up the thing that requires more dps. zeph may do less damage, but you can lose hero boost as much as you want in gracia and pass with 90 or more seconds left. zeph punishes you much more harshly for losing boost just once. just proves you do not know what the fuck you are talking about.
Ah yes let us all hail the god king Asellus who can dodge every single attack, who never has to worry about anything that could possibly go wrong and we should emulate them and be absolutely perfect so we can eliminate all possible margin of error and play like true pro elite aholes
i like how this guy is like "learn this technique you will never need PP affix again" and then proceeds to show a vid using vapor-kidama which has barely higher dps than normal loop (1317 vs 1257) which instantly overshoots that the moment you land a single counter
Like I said
less a video of how to play properly and more how to cheese with a so-so tactic against a boss that cant do much against it, and only is effective if you never mess up despite there being better tactics that have similar margins of error.
but what do i know
im just some random guy i guess :wacko:
Gracia is a joke. 40% of Deus's hp, but twice the defense simply means that Gracia has 80% effective health of Deus. Gracia is the real training wheels. Getting hit for double the damage is also not important, since you shouldn't even be getting hit in the first place.
Also,
:thonk:
i saw the whole Sword>Talis>TMG debacle thread get locked then i see this. i mean i dont worship the floor Milandrul walks on but his gameplay is pretty dam top so i dont really question a lot of things from him but Asellus just act this special is something else
I don't either, but the video isn't even about bragging who's better, it's a fact that proves some points; Hero benefits highly from countering, and getting hit significantly loses boost that is not good for Hero, which therefore HP is quite beneficial in the case. The video tells that countering can deal major effect when fighting enemies (and gear), not just merely throwing side-job damage, which is proven by the time.
If countering, no matter how good or powerful you are, takes a really, really long time to kill an enemy, I'm sure the argument won't be there.
So in the end, spamming over countering. My thoughts are right after all!
When are they ever right though? ^^;
I can hardly afford anything beyond Ares + Mutation II + Doom break or Vinculum (too poor for mod, arks fever supply is still low to recommend arks max) + Deus Factor + Ability III
if I could get a handful of arks fever units tomorrow I would probably figure out how to work it into that; since Arks MAX + Arks Fever is the same stats as having Modulator + Spirita V
I don't think it's so much of a casual vs hardcore thing because those terms can be pretty subjective. I've seen some "hardcore" players who grind almost endlessly, and their level of skill can be pretty low (e.g. a guy who logs on, plays for 3 days straight, uses vapor bullet on everything). On the flipside, I've seen some phenomenal "casual" players who put in their all with great skill and tend to accomplish a lot more with their time. (again this is a totally subjective example of casual vs hardcore)
Pretty much this. You can take the lazy route and Vapor Bullet your way though whatever, but it definitely doesn't compare to putting the effort in when appropriate to use counters. There's no way anyone is going to be able to fully counter every attack 100% of the time, and if you're doing nothing in between enemy attacks, what are you doing? Nothing? Clearly you're using other attacks to fill the gap between those uber counters. You can easily play a sloppy Hero, but it doesn't mean that's how you should play it for optimal dps.
I put casual/hardcore in the sense of how well your playing and your skill built from playing aka boss damage, overall time to finish things etc, not just from grinding something all day (like Gathering or something) or just the general grind.
exactly but people will get extra special about the definition of the word, just like F2P games and people justifying it by saying you have to "pay" to get ahead or w/e (some cases yes, in pso2 no)
Any countering is better than no countering at the least
Ah, I'm used to seeing casual/hardcore being referred to in the sense of time invested, but it can definitely mean skill level as well. For the most part, there's just a lot a players who fit a whole other category of plain lazy (especially when they're decked out in Qliph gear and somehow manage to sit near the bottom of the charts) :wacko:
remember kids, it's not just the size of your sword that matters; it's how you use it
Sounds like lag or bad positioning. I would blame the former.
Is Ramegid-0 worth casting at all for DPS vs single targets using Sword? I was using it on Deus with 1.8k T-ATK using Shifta Drink and Shifta tech (no team boost or weak hit drink) and it averaged out to this in a 4:15 fight:
01.95% | Ramegid (C) (189,909 dmg)
| 130 hits - 1 min, 1,461 avg, 2,540 max
It seems terrible, especially considering that instead of casting this, I could be reapplying shifta, reloading, or charging weapon action.
EDIT: Actuallly, nevermind completely, this was a dumb question. Even Zanverse does more damage than Ramegid-0 now that I think about it, it's pretty damn awful.
I'm still curious with sword single target damage pattern. I'm using 2x uncharged Rising Slash -> 3rd normal -> Vapor Bullet combo and sometimes changing 1st attack to Flash Trick for a gap closing.
But I saw people just hold Rising Slash button and don't bother anything else, so which one do more DPS? Anyone can tell me please?
The two uncharged rising slash or two vapor bullets into 3rd normal are higher dps than just holding rising slash. I don't even think holding rising slash is that much more pp efficient, it's just easier, which isn't saying much considering hitting a pa twice, then normal attacking isn't hard.
What about holding it until you're in the air and let it go like in this video? https://www.youtube.com/watch?v=79z3YlmoPvs
I hold it until the first slash comes out then do the slam.
Feels like good and fast dps imo.
I believe in terms of damage output, it's currently:
1. Rising Slash + 1 Held Slash + Slam x2 > Normal 3. Highest PP cost and longest execution speed. Can't be used in the air, but does the most damage.
2. Vapor Bullet x2 > Normal 3. Moderate PP cost and execution speed, but is has great versatility in being able to let you attack at a distance, in the air, and providing I-frames, but missing bullets or having them disappear inside enemies will make this a lot worse than alternatives.
3. Rising Slash + Slam x2 > Normal 3. High PP cost and long execution speed. Can't be used in the air, similar to combo #1, only faster and less damage.
4. Rising Slash x2 > Normal 3. Lowest PP cost and shortest execution speed. Can be used in the air, but does the least damage.
Personally, I like to use combo #2 > Stage 1 Sword Weapon Action, but this isn't always the best if your Vapor Bullets disappear inside what you're fighting by being too close, which in those situations I use combo #4 in place of #2.
If the Weapon Aciton lowers DPS, I'm not sure; combo #1 and adding Sword Weapon Action to combos aren't listed on Swiki's DPS chart. If someone could clarify, that'd be great.
EDIT: Vapor x2 > Normal 3 does more damage than Rising + Slam x2 > Normal 3, so adjusted positions for that. Also gave very brief descriptions for each combo, providing their pros and cons. If there's an inaccuracy, feel free to point it out.
Yep that's the best here, but it doesn't fit for airborne and PP consumption is much more than Normal 3 + Vapor bullet regen - drain will be fast.
I think when I have more variations now there's no need to stick to one of them. It will be better to combine them by situations. And never hold Rising Slash button continuously like most people do.
Doesn't mean they're right, they're just misinformed and lazy.
Not to mention that all people have to do to turn a bad habit into an epidemic is to see other people doing it. Thinking for yourself is for suckers.
And people holding down Rising Slash is nothing short of a freakin' epidemic at this point.
Rising Slash is so fun though.
Maybe, but not everything should be plainly laid out in an idiot-proof fashion, or we don't try anything on our own at all.
Always having someone on hand to excuse people who don't doesn't help, either; it's easier not to try anything new, but that doesn't mean we shouldn't.
This isn't about trying something new, it's about the fact that the numbers aren't really visible so people can't properly make an informed decision themselves anyway. Unless you're suggesting that everyone goes hard on doing the math themselves.
EDIT: I guess what I mean is, intuitive design doesn't mean everything is spelled out and obvious, just that things do what you expect them to. The challenge shouldn't be figuring out what the numbers are, it should be figuring out the most efficient way to use them.
It's not that hard to see that slowly dealing hits of 20-30,000 damage isn't as good as just doing... nearly anything else, really. The game's clusterfuck nature sometimes makes it hard to tell who's doing what, and the game is split down the middle between "enemies that fall over instantly" and "enemies that take thirty years to die, but there are eleven other guys mashing on it", but still.
And I'm not saying the game design should revolve around watching nerds who dedicate their lives to shaving a second off their time of a run of something -- indeed, revolving a game around that tiny fraction of players is the last thing you should do as a developer -- but the only thing I took from someone else in my Hero play was my buddy pointing out the third Talis throw gives the most PP, so it's not that complicated. And I put more effort into developing my play than most, I'll admit, but it's not difficult to be even moderately effective on this class; people just choose not to be, because they haven't tried anything else since they first got their hands on it. All the good game design in the world doesn't change that most people would rather hammer the same thing repeatedly, unless you penalize them for doing that, but even then you've got the people doing crap like holding Rising Slash on a Sword-resistant Anga Fundarge, which while funny in an ironic way, kind of proves that there may be nothing you can do to direct people without removing all depth from the gameplay entirely.
Frankly, if they're going to prioritize working on anything in this freaking game, it needs to be all the obtuse and pointlessly complicated background mechanics. So many things aren't explained in any fashion at all, so a lot of people don't bother, or don't know they should.
Speaking of, fuck the equipment affix system. Fuck it to hell.
Let the hate consume you all
Bah. This is almost flirting for me.
I'll take that bet!
In seriousness, though, it's honestly baffling how much crap the game refuses to tell you, or things that are put in seemingly to confuse or mislead people.
es is even worse. The core damage mechanics aren't explained at all, to the point where they have no official name; the player base not only had to figure out it's there on its own, but is also responsible for naming it.
The developers have yet to even acknowledge it, and since there's no way to communicate between players in the game, the only way to find out about it is through outside, third-party sources. It's insanity.
But it's a mobile game from Japan. I play Valkyrie Crusade and Crash Fever as well, and... is it really any different?
That doesn't make it good.
Honestly, I can understand why a lot of online games with a lot of mechanics don't go into detail about everything, but PSO2 is a game where screwing up your skill tree or affixing your gear can be a major inconvenience at best, and prohibitively expensive at worst.
And it's still somehow not as bad as the Korean games from which it got the idea, where you could permanently ruin your character, on top of having fuck all explained, so chances are you didn't know you ruined it, unless you looked it up.
In a word: Yes.
In a lot more words: Every damage chip in the game has a set percentage by which it increases your Attack. It doesn't even bother to tell you how much beyond vague terms ("Slightly", "Largely", "Massively", so forth, and the percentage can fluctuate even within those descriptors!), which itself would be bad enough, but it gets worse; what it doesn't tell you in any form whatsoever is that chips from the same category -- what the playerbase has taken to calling "Frames", because again, it's not fucking explained -- add onto each others' multiplier, but chips from different Frames are a separate multiplier entirely, meaning it's in your best interest to diversify your Frames as much as possible, but since they're given no reason not to, there's nothing stopping a player from just using the best chips they have, regardless of Frame. One Frame just happens to be the most common, and frequently has the highest damage multipliers, so chances are a player's strongest chips are primarily from that Frame, and they're therefore unknowingly hampering their damage. More importantly, there no reason for a player to expect that they shouldn't do it that way.
It's also not limited to the strongest players and/or ones with tons of chips, although the effects are the most pronounced for them; most players can potentially run into this issue, and it only gets worse the more you have available to you, compounded by the fact that even if you know about the background mechanics, you still don't know if you're even using the strongest chips on hand unless you either look it up or test it yourself, which itself is a pain because all chips have conditional activations, making it difficult to test damage in the first place!
This would all be alleviated by something as simple as putting the fucking damage increase and Frame on the damn chip's item description instead of forcing the player base to figure it out themselves, but these mechanics have been in play for years, and they simply refuse to do it.
And sure, it's a mobile game, whatever, but it's a companion game to PSO2, and the same kind of bullshit is also present in PSO2. It's just shitty game design all around.
And jesus, I didn't even get into the money-grubbing nonsense of the atrocious gacha system, which is even more punishing than many games without a separate product bringing in revenue for the company, which itself has its own bullshit gacha systems.
God damn it, Segac.
I clicked on a thread that said "Hero Class Discussion" and the last 10 posts I see are talking about es not telling you how Frames work. Okay?
Hey, he asked.
The other problem is most Heroes are going to be extremely overgeared all the way through the leveling process. I know as I've been leveling Hero I've pretty much melted everything just by looking at it - I just now hit 70 today, and only now does anything live long enough for me to start getting any kind of sense of what PA's are actually worth using - and a lot of things still don't.
Both thumbs up! Especially for afiixing isshue.
Thank you for speaking all things I have in my mind here for me. I've couldn't made it better 'cause English isn't my native and some times I'm hard to understand.
A little addition about AC scratch system: Pay real money and get tons of garbage you can't use or even sell in player shop for gettin' a bonus you want... sic!
Speaking of Rising Slash even now I can't say a number of hits in it's first stage (sword round-throwing).
And I really like Brightness End. Is better in AOE than Gurren is. Plus stagger and knockdoun effects perfect in Busters. Only one minus - it's cost.
Specifically, It's made worse by the fact that even a bad Hero can put out stupid ridiculous damage. I have to work a whole lot harder to get my damage on FI or GU than I do on Hero... to the point that I've put leveling Hero on hold at level 72 because It's so easy It's boring!
The damage fall-off between a good FI or GU and abad one is much greater than that between a good HR and a bad one. Especially with FI, because a bad FI is either afraid to use Limit Break or is dead when they do!
Even the worst HR can evaporate a boss with Hero Time Finish.
EDIT: I'll grant that the biggest thing Hero has over other classes is still mobility, even all the mobility buffs were handed out. I was leveling Hunter tonight and was kind of shocked at how much stronger it is than I remember it being - I was still killing slower than a Hero, but mostly that was due to less on-target time.
But the real point of what I was trying to say is that I'm having a much harder time learning how to do the best DPS (as opposed to the decent DPS I could do with my eyes closed as Hero) is because I'm trying to learn the class in an environment where I can trivially vaporize the vast majority of what I fight, and the few things I can't so dangerous it's hard to really learn while fighting them (Example: Fighting Dio Hunar and Gal Gryphon at the same time tonight while soloing Darkness from the Chaos).
Admittedly, this is partly a solo problem - those more dangerous things would be easier to learn on if I wasn't having to deal with all the aggro myself - but I think the majority of players play solo a lot. And I think this is where a lot of bad HR come from. I recognize the problem for what it is because I am the kind of player that is always trying to get better and learn things... but I doubt your average up-and-coming Hero player has any clue that there is anything wrong with the tactics that got them to level 70+ to begin with.
I do think someone trying to learn FI or GU now would have something of the same problem, actually.
I'd argue that it's not, because soloing something gives you a better idea of if you're doing well or not. A lot of bad players are people who get carried through EQs because they think they're doing fine when they aren't. If you're with other people it can be hard to tell exactly how much of what's going on is you.
I do agree that there's a problem with getting the opportunity to learn though.
That's only partly true though, It's mostly a learning curve thing. Playin Hero to its best is actually hilariously hard, because you have to account for gear management, counters, varied DPS loops with all of their innate advantages and shortcomings and be proficient with other weapons for when sword doesn't make the cut too. The thing is Hero's floor level is much higher, since just using normals is actually enough for you to matter damage-wise, whereas missing chains or tasting the floor with LB is enough of a negative feedback.
The difference between a good Hero and a bad Hero is still as ridiculously wide, probably even wider than good/bad FI or GU because 60% loss from Hero boost and bad Hero Time management is incredibly detrimental.
This pretty much sums up what I was going to say as well. I'm constantly trying to push and optimize hero to it's limits skill-wise. Previously I was used to 2 button mode and just switched to 3 button for the sake of cutting down on numpad palette switching (had different rotations for different situations before). I'm usually paying close attention to the gear and damage others are putting out, and I can easily say there is indeed a huge gap between bad and good hero players using similar gear. Just as Zeph said, it's just that the floor for being useful as a hero player is as easy as doing normal attacks.
A dead FI still does 0 dps, though - and a FI who doesn't use Limit Break because he's afraid of dying does pretty poor DPS. I've seen plenty of both out there (and was the latter myself for a while, once upon a time... I didn't have a lot of faith in my FI skills back then).
I'm well aware of how technical Hero can be - even if I haven't developed those skills yet, I've certainly been reading about what it takes to do the really good DPS with a Hero - it was one of the things that first interested me in the class. But if you're saying that Hero's floor is as high as it is, and yet it still has that wide a gap.. that would be saying it's even more ridiculously overpowered than its detractors claim.
It's a class where the rewards actually justify the work put into it. People that tell others to get good yet avoid playing Hero are the biggest memes around. It's the best class to actually stay on and adapt to the game with. That's why most people didn't bother switching from it even after the balance changes.
It's an example of pretty poor game balance where one class is objectively better than all the others, no matter how good you have to be to make it that way. When that class also is the strongest for players who aren't good at the game, that's even worse.
I like Hero, but I honestly still think FI and GU are more fun to play, even if Hero IS stronger. That's more about the weapons than the class mechanics, though - GU TMG's are far more fun than Hero TMG's, and FI melee is more fun than Hero melee. I particularly enjoy aerial combat, though, so that probably biases me.
I'm hard pressed to agree with the statement that not playing hero and telling other people to gitgud are contradictory, or "the biggest memes around".
Because when it comes down to it, personal skill aside, there are people who are just going to naturally be a better fit for BrHu or FiHu than Hero, even though they can technically play well with Hero. :Kermitpls:
Your idea of how balance is right now is pretty off if you think Hero is at any degree considerably stronger than Gu or Fi. While perhaps harder to play, there is very little difference in terms of damage capability and I would argue that in fact Fi tends to be stronger than Hr.
It's not really my idea of balance. It's what I'm being told here.
I said initially that the performance gap (not the skill required - the damage output) between a bad Hero and a good Hero is lower than the performance gap between a bad Fighter and a good Fighter. I base this on my observation of how quickly I kill as a Hero even when I'm not particularly trying to be efficient - it's considerably faster than playing a Fighter at the same low-effort level. I consider this pretty reflective of the capability of a bad player - if I can do it while not trying very hard, a bad player can probably do it when trying their best. It should also be noted that my Fighter gear is a little better than my Hero gear, mostly because I am using my Fighter units for Hero right now (until I can afford to affix a new set of units) and therefore they only have S-ATK.
But I'm being told the performance gap between a bad Hero and a good Hero is larger than the performance gap between a bad Fighter and a good Fighter. For this to be true, a good Hero must be putting out truly staggering amounts of damage - far above what a good Fighter can put out.
One of the following must be true:
1). The gap is larger for Fighter than Hero, and a good Fighter can equal or exceed a good Hero. This was my original belief.
2). The gap is larger for Hero than fighter, and a good Fighter cannot equal or exceed a good Hero. This is what I've been seeing in the posts since the one I made earlier.
3). I'm off-base with my statement that a bad Hero can outperform a bad Fighter. This one, I find difficult to believe, because bare-minimum performance on Hero seems pretty strong. Unless I'm a much better Hero than I think I am (because my conclusions are based on the assumption that I'm not all that good at Hero yet).
Even in XH content I can rip through everything I see effortlessly as a Hero. Fighter isn't difficult in XH, but I do have to at least try. With Hero, I have to go out of my way to find content difficult enough to even figure out how to efficiently use my tools. I'm at the point where I think I'm going to have to start soloing Ultimate just to learn to play my class.
https://twitter.com/TomacoESP/status/931905026397675522
Someone recorded common combo testing on Double
i'd illustrate it something like this.
http://puu.sh/yp8Jx/59257f4526.png
i think you underestimate how trash some heroes can be, spamming brand new star on singular mobs constantly losing hero boost.
I didn't mean to show the difference so much in terms of strength, but how punishing it is to use FI mechanics vs Hero mechanics.
FI's main conditional is LB (Brave and TAJA are easy enough to maintain most of the time). as strong as it is, it's only a limited 20% + PP regen boost (roughly 27% if you add crazy beat). LB puts you at 20% HP BUT is blanketed by Iron will which when maxed out is a 75% chance of saving your ass for poor assessment, mistake or sad backshot. While losing LB to death will lenghten its cooldown, it's not too harsh of a punishment unless you died at LB start, and between Half dolls and the abundance of moons, the occasional death is actually not too terrible.
Hero's main conditional is Hero Boost which is a whopping 60% over time. While you're not in risk of dying, you literally don't have any safety measure to keep it if you fucked up, aside from Hero Time which is not up that often. In other words ANY of your fuck-ups is immediate punishment that rarely can ever be mitigated. As for Hero Time, the mere fact you build it faster by countering, which actually leaves more windows for potential Hero boost resets makes finding the right balance between risk and reward really tough
Also LB is a conditional you choose to activate. Most of the decent FIs will know there are times where you'd better hold your LB a bit until things calm down. Hero Boost reset, on the other hand is a constant Damocles sword above your head.
If we put that all together, The floor level for Hero might be higher but the learning curve gets exponentially harder the more you try. Comparatively FI floor level might not be as forgiving, but the learning curve for it is definitely not as steep. My previous post was only trying to explain that
Does anyone know the percentage of your maximum hp an attack needs to do before hero bonus is reset?
Ive heard 10,15 and 20% being thrown around and im sure its 20% but i need confirmation.
Let's not forget than Hr from, my experience, is one of the class if not the most reliant of your ISP quality of service... Mine have pretty high latency (not lag) and I can't count how many counter are wasted or simply fuck up your dodge timing, then comes original target punishement because it did not got rekt = rip Hr boost.
UQ is great for this to happen =_= b
Codota Idetta, not Dooble ;) Also always neat to see this kind of stuff. Thanks for sharing.
Am not searching false excuse. I know when I derp (too often still :-P ) and when I don't. So why when the dodge counter sound "ring" and I immediately do a normal attack, nothing happen huh? Also my game experience have nothing in common with yours. When you complain about lag, most of the time it would be smooth game for me. May you play at tier 6 or tier 1 :oops: