Fair Use of Super Armor and Cannot be Grabbed Skills
# 1

"Cannot be grabbed" skills have an unfair distribution, other classes fully rotates it while other classes are fully vulnerable. The main issue itself is the grab skill. 

I suggest have equal resistance to all Open Grabs at around 30% resistance which can be increased up to 50% using imprints. And remove the Cannot be grabbed from all skills.

 

The other issue about grab skill is the way they can extend the CC wherein team fights is very Over Powered. Do you really want your precious whale to suffer from chained grabs one after the other by Free to Play adventurers?

I suggest create a new CC system: [Stun/Daze/Knockback] 2x (should not repeat) > [Knockdown/Knock-up/Bound] 3x. 

 

Some classes have SuperArmor in the Arena on CC skills like Stun/Daze/Knockback where they have a better advantage of completing a full combo. While others have Super Armor in the Arena on Bound skills which barely makes it into a full combo. Others have 24/7 SA rotation while others barely have any SuperArmor.
I suggest to give us a freedom to choose which skill should have Super Armor inside the Arena.

 

 

 

2024-10-22 07:16
Asia
Zai
# 2
As we know Grab skill could break superarmor skills exept some that cover "cannot be grabed during skill" I named "Antigrab skill".
be noted "cannot be grabed while moving" or "while jumping" or "while startup" are not Antigrab, just "during skill" means of full Antigrab.

The unfair rules is that:
Some classes have not even 1 Antigrab superarmor skill, some has unsuperarmor Antigrab skill and some not apply in arena.

The main usage of grab is in Arena and its like a joke that said "cannot be grabed, not apply in arena".

Please rework open grab classes and make same situation against grab skill for all of classes.
2024-10-24 15:04
Europe
尺三父尸三尺
# 3
Yes imbalance super armor skill, some have 5 years of super armor and other only have 1 sec of super armor
Very well thought developer well done
2024-11-08 07:12
Asia
notmine
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