![]() ![]() I never said it was Overpowered, And i like the concept it makes the Jester Unique and stand out, but unless you're Comp consists of high damage Highwaymen and Bounty hunters killing the Jester after the Finale is still not a walk in the park, You're opponent can still fight back and heal the Clown, and besides the Jester after the Finale isnt much of a threat other than a debuff bot but it being a 3v4 at round 2 is just not fun or fair is what i'm getting at. ![]() ![]() It's a neat perk for the Jester but hardly overpowered, like a lot of devastating abilities it requires careful setup and decent luck to pull off well. Say maybe 5-7 turns, it would even it out while still having Finale being a devestating tool without it being "Leper Crits Bounty hunter - Bounty hunter gets healed 15 hp up from 0 - Jester uses Finale and deal 17 damage on round 1. Maybe make finale have a 50% or 80% Reduction in damage so you're forced to use other abilities to make it powerful, and to compenensate for the lack of damage make the finale buffs on the jester last longer. If you have someone on deaths door the Jester will usually try dirk stab to deathblow rather than waste finale. ![]() Playing against multiple Jester Comps I find that people that blow finale early are taking a huge risk, and saving up for +200% bonus dmg gives the opponent a long time to wail on you. He also needs to be in the front two rows to use it which allows you to deny him by keeping him in the back. There's plenty of counterplay debuffs that reduce his dmg, prot, stealth, serpent sway, I believe unlike dirk stab it can be guarded against, and Jester has garbage stun resist. Originally posted by Panfilo:He loses all his dodge and gets dazed afterwards. ![]()
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