![]() In this situation, having a larger coverage is more consistent in damage-preventative support options compared to a single large shield. A single large barrier is very hit or miss in situations where the party is full or close to full health since enemy targets are generally random. Your statement in that healing on round start is less effective than barrier still supports my argument. However, healing performs better than shielding in these situations due to health being carried over in battles healers would be more preferential in this situation. What I meant was that a single massive shield is advantageous in situations where characters are low on health. ![]() I did not mean to say that healing is overall, a better mechanic than barrier. I apologise for not making my arguments clear enough, so I will proceed to reiterate my intentions for you. ![]() There's a lot of ways to handle topping off health between battles, such as gems and symbol effects, it doesn't have to involve a regular healer in the party. Originally posted by Xuande:Agree that overhealing (Barrier) is generally much stronger than regular healing, since its a consistent and pre-emptively useful effect. I haven't gotten around to trying out such a comp yet, but there could be some potential there. While I do miss old Pinto myself, I think she was the strongest defensive support who most often was forced into my parties, so she likely needed nerfing.īut looking at new Pinto, I think she scales well in intentionally smaller parties, teams that don't expand to their max size in an effort to save gold, either to support more symbols or more Rank 3 units. In practice, she's worse at preventing damage in a game where most of the biggest threats are in area effect form (Illusion and/or Freeze often neuters single target centric encounters). New Pinto, on paper, scales at a similar level as old Pinto in a party large enough to receive old Pinto's full effect. I leave the decision and question of numerics and balance up to you guys.Īlso, I just want to thank you guys for the amazing game and hard-work you all have put in to Vivid Knight!Īgree that overhealing (Barrier) is generally much stronger than regular healing, since its a consistent and pre-emptively useful effect. I feel this version of Pinto would fulfil her role as a damage-preventative support far better than the current version without feeling like she is a 'must take' unit. I propose Pinto be reverted back to shielding 2 (or 3) allies, however, the number of allies she shields does not increase per star rank. ![]() With the massive amount of healers that already serve that purpose, she is just a couple of symbols at best.Īlthough I think that the previous version of Pinto was too overwhelming, I also think the change to a single target shield is just too extreme. However, I don't think she fulfils that role very well.Ī massive shield on one unit pretty much says "I'm going to save this person who's really close to death." Healing is just a better ability when it comes to this scenario since you can start the next battle with full health, rather a shield will disappear after the current battle. Her role is, as I know it, a defensive support that focuses on preventing damage. She feels very hard to utilise and I think she's completely underwhelming. I think the new Pinto is very impractical. ![]()
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