Pruinae Posted December 29, 2024 Share Posted December 29, 2024 Especially when using ranged weapons, dodging is not necessary when you can kill every enemy before they even get a chance to start their attack animation. The greaves carry you through early in the match, and the gauntlets make so even if you have to dodge during the final boss fight, you still have a substantial damage bonus (that is, if you don't delete the boss before they even get a chance to retaliate). It also promotes stale gameplay, you just bait every enemy to attack and then delete them, rinse and repeat. Some weapon movesets that require dodging to happen also cease becoming an option (cannon's dodge, spear spin as examples). Maybe for the gauntlets it should be "When you finish an Encounter without taking damage, deal bonus Damage for the rest of the Hunt". As for the greaves I feel like a 100% bonus is just too much, even if you have to trade your dodge for it, maybe lower it or replace it with a new effect. Link to comment https://forums.kleientertainment.com/forums/topic/162857-bullrog-colossaphire-combo-too-strong/ Share on other sites More sharing options...
Kacpert25 Posted December 29, 2024 Share Posted December 29, 2024 It's a bit funny that after nerfing these two armors there is still a desire to weaken them. In my opinion, they may not be changed, because at higher levels of Super Frenzy you don't feel the damage boost they provide. Link to comment https://forums.kleientertainment.com/forums/topic/162857-bullrog-colossaphire-combo-too-strong/#findComment-1782826 Share on other sites More sharing options...
MrMyther Posted December 29, 2024 Share Posted December 29, 2024 11 hours ago, Kacpert25 said: It's a bit funny that after nerfing these two armors there is still a desire to weaken them. In my opinion, they may not be changed, because at higher levels of Super Frenzy you don't feel the damage boost they provide. Yeah they are perfectly fine imo - Alot harder to keep the bonuses in SFs unless you run very specific weapons, and the stats are nowhere near as busted as they were before. Link to comment https://forums.kleientertainment.com/forums/topic/162857-bullrog-colossaphire-combo-too-strong/#findComment-1782884 Share on other sites More sharing options...
Ketrai Posted December 30, 2024 Share Posted December 30, 2024 I think it's less an issue with these armor effects, as it is that other armors have bonuses that are... far too niche. I genuinely believe niche armor sets could have a small secondary effect to make them worth running over armor sets that straight up increase DPS with little to no strings attached. Also bows in general need to be nerfed, their numbers are far too good for something that does that much damage at range. Maybe make some attacks do more damage when up close to discourage standing across the map and killing everything on the other side. What I would change about the bullrog gauntlets, is to make it be based on something else instead of not dodging, because you've essentially created almost the identical item with collossaphire greaves. The effects should be more distinct. Otherwise, I only have a problem with one combo. Garlic head stalk + Bullrog gauntlets + Collossaphire greaves. 768+ damage for running into something with 0 blessings? Please. This damage can then crit, and will increase with the bullrog damage bonus. This easily leads to some silly shenanigans in multiplayer where I'm seeing people with 4x the damage of the next closest team member, and running into rots for 13k damage without crits. It scales with damage blessings, speed blessing, and crit blessings when it really should only scale with speed. I'm quickly starting to see this combo in just about every lobby and it's very tiring. Link to comment https://forums.kleientertainment.com/forums/topic/162857-bullrog-colossaphire-combo-too-strong/#findComment-1782995 Share on other sites More sharing options...
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