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Báo cáo lỗi dịch thuật
Hellion has the old DD1 Flagellant condition: 2x phases of increased damage the lower her health is, along with above-average health (or one of the higher pools if playing Ravager -- which WANTS to push into R1 for the position-specific passive). Thus, some builds actively want to be soaking damage and constantly pushing into R1 no matter what, thus Toe-to-Toe is the perfect answer for Winded.
For example: open with Howling, get winded and knocked back, use T2T to return to P1 while wiping Winded, then use combos or other skills while prepping for the next Howling or Winded skill. Things like this are infinitely more awkward if you strip Winded removal from T2T, given Breakthrough also applies Winded, so without shuffle support from friends, you need to move manually - or apply winded via Breakthrough - or keep winded via your T2T, then use a skill like Adrenaline Rush or Bloodlust, and then re-attack.
If you want to remove winded without tanking, you already have Adrenaline Rush and Bloodlust for more damage-centric non-tank HEL builds. However, if you make Toe-to-Toe merely 'prevent' winded for a turn, then none of her mobility truly addresses it - she's stuck with whatever she already has, then has to consider moving, then has to consider winded.
Doing changes like that will reduce HEL into pressing even more buttons just to resolve her own self-inflicted scenarios, rather than reducing the amount we need to press already -- a by-product of DD2's Winded remaining for the entire fight (rather than being a debuff that fades over time, like old DD1 HEL). Given HEL is already one of the most restricted heroes in the game by default, she could use more ways to remove or ignore Winded, not less.
What i suggest is push her forward with Toe-to-Toe, which grants a new token (let's call i Invigorated, i suppose), then uses Bleed Out and two tokens cancel each other, tehn either decide to keep her on 1 or move back. I don't think with this solution anything changes for Ravager, and Wanderer, well who the hell uses it anyway.
In DD1, 'If It Bleeds' could be used from 3/4 positions -- giving her a nice method of slapping R3 (from R1) whenever beating up R1/R2 or R4 (Hack/Swan) wasn't the play -- but now, 'If It Bleeds' is only usable from 2/4 (mid-only), so it can't be used in (or against) R1. If you want to make use of If It Bleeds (and/or) Bleed Out as part of a bleed build, then you are adding positioning concerns (or) a high chance of simply NOT using one of those two buttons per fight -- on top of the already-existing Winded issues. The alternative is to make her squishy for the sake of buffing one single button.
Meanwhile, Ravager nerfs bleed-chance for the sake of every attack usable in R1 (Hack, Swan, Toe, Howling, Bleed Out). It's healthier, wants to be in R1 (thus gels with mastered T2T), synergizes well with Howling End's detriments, can serve as a full-on tank while availing of potential damage boosts just from being hurt, and doesn't require you to lug around Adrenaline (or) Bloodlust to address the winded debuff -- and while I will always miss having DoTs on my bar, HEL feels infinitely better when not trying to work around their problems.
Having said all that - if you just want to make life smoother for one path (rather than affect the class as a whole), then I would simply remove the 'taunt' from the squishiest HEL path -- have it remove winded and do something else instead. Don't waste time adding weird gimmicks like 'doesn't apply winded for 1 turn after use' or anything like that -- HEL is already dealing with enough janky nonsense as-is. Keep it as "Adds Winded" or "Removes Winded", or no winded interaction at all.
Generally speaking, a reactive winded clear is far better design than a preemptive one. There are a bunch of set-up skills in the game and most of them are very clunky and some not even worth using. T2t as it is allows you to use Howling End on-demand and deal with the winded when there's opportunity for that. If you were to reverse the functionality, it would make HE extremely clunky because you would need to set-up with T2t first and then see if you can still fully utilize HE.
Berserker's issues aren't necessarily T2t related but the path design as a whole. RopeDrink pretty much summed up all the issues regarding her not being able to use both bleed skills from the same position as well as the targeting. I'd also say there's no reason why the path should have a -20% hp penalty.