Electroely Posted January 18, 2025 Share Posted January 18, 2025 Back in the Beta, the Enigmox weapons were some of my favorite because of how they could activate effects that normally activate upon taking damage... without actually taking damage. I think it leads to some really enjoyable synergies. Some of these interactions no longer work. The main reason I'm making this post is because I am not sure if this is intentional, and if not then I would really like it if it was properly supported. Parrying does not seem to activate any on-hit effects other than specifically the Funguile Sailor Top, which I've found to have a fun synergy where I get my HP low and parry attacks to drop massive bombs, but die if I miss a parry. A lot of other armors have effects that activate upon taking damage, but I don't see myself taking these armors because of the cost unless I'm making a heavy sustain build. The Meowl Cowl in particular would have a perfect synergy with parrying - boosting critical hit damage by up to 100% for a few seconds after taking damage. Maybe too perfect... but the game has a lot of crazier synergies, especially ones not involving boss weapons. Some other gear, like Colossapphire Helmet (freeze attackers), Boarfrost Mantle (damage those that attack you from behind), and Meowl Booties (faster dodge & runspeed after taking damage) would be effective as defensive options. As for the rest of the on-take-damage effects, The Meowl Mitts' effect (increased crit chance after taking damage) overlaps with the parry effect, though its duration is longer so without Thirty-Seven I think it would still have some use. The Bonejaw Breastplate (take 35% less damage for 2s after taking damage) seems extremely weak, and I don't see myself taking it in any scenario. With sustain builds I usually *want* to take more damage, and for any other build I can think of, the Yammo Elasti-Shorts (take 40% less damage while not attacking) seems to reduce a lot more damage overall. As for the powers I can think of off the top of my head, dealing damage back to your attacker and increasing the damage of your next attack make sense. Gaining teffra every time you parry seems very abuseable... Losing your On a Roll stacks or your shield would be pretty bad... but I hope those can be considered exceptions. I'm not sure myself, but I did want to get my thoughts out here to let the developers know what I think and see what other players think of the matter. Link to comment https://forums.kleientertainment.com/forums/topic/163207-the-parry-skill-and-on-take-damage-effects/ Share on other sites More sharing options...
HeatAndRun Posted January 20, 2025 Share Posted January 20, 2025 On 1/19/2025 at 6:17 AM, Electroely said: the Yammo Elasti-Shorts (take 40% less damage while not attacking) seems to reduce a lot more damage overall. I'm starting to think that... Perhaps 40% damage reduction of Yammo shorts might be too strong? Link to comment https://forums.kleientertainment.com/forums/topic/163207-the-parry-skill-and-on-take-damage-effects/#findComment-1787023 Share on other sites More sharing options...
Kacpert25 Posted January 20, 2025 Share Posted January 20, 2025 5 minutes ago, HeatAndRun said: I'm starting to think that... Perhaps 40% damage reduction of Yammo shorts might be too strong? Maybe, maybe. The reduction could be reduced from 40% to 30%. Link to comment https://forums.kleientertainment.com/forums/topic/163207-the-parry-skill-and-on-take-damage-effects/#findComment-1787025 Share on other sites More sharing options...
Electroely Posted January 20, 2025 Author Share Posted January 20, 2025 19 minutes ago, HeatAndRun said: I'm starting to think that... Perhaps 40% damage reduction of Yammo shorts might be too strong? Entirely possible! It's been in the game for so long that I've just come to treat it as a standard, haha. Link to comment https://forums.kleientertainment.com/forums/topic/163207-the-parry-skill-and-on-take-damage-effects/#findComment-1787027 Share on other sites More sharing options...
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