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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
I miss the original bard. I was one of the lucky people to have in the 3k-3.5k health range 7 years ago when that foolery was going on.Triplejab and DFA both one shot me with no prep. Didn't matter which one they used. Man, the game was so broken back then. Much like how obliterate required a lit firecracker, the 4000 damage DFA required the bard to be in the trees when they started it. Clearly balanced.
Ugh pre accentato bashing.
Old school troll infernal bashing.
i'm a rebel
Yeah, it hasn't really been explained anywhere. Feels like old occie secrecy nonsense and I think the game's past that.Here's a rough account of how it works:Ents are the same, though the passive effects have been removed, orb effectiveness has been reduced and scented baubles now have a moderate chance to work. Instead, Occies now have access to a new mechanic type thing called influence. For every affliction they give you within a certain window now, they have a chance to gain a point of influence (influence decays rapidly if you leave the room, as Santar alluded to earlier in this thread). At certain influence levels they are able to command their entities to attack people, either in their room, or (with enough influence) adjacent.The various entity attacks range from the simple (cadmus, which takes 1 influence and punishes focusing) to the more powerful (skyrax takes 3 influence and completely hides the next tarot fling, including death tarot). At 10 influence they can command pyradius, essentially severing your connection to your rift for 60 seconds - this shouldn't be too strong, really, provided you outr a good number of each cure before about 30sec into the fight.It seems like gaining influence would be easy, but I think the balancer is that they only have a limited pool of afflictions, and none are overly strong. Since you can't be afflicted with something that you already have, the best strategy might be to determine what number of afflictions you can ignore while maintaining your offense, as the more afflictions you have, the harder it will be for them to afflict you with new things etc. tl;dr: Cure only the very important afflictions (darkshade after 50sec, for example), and they'll struggle to make progress - if you just stick with the generic curing though that you use for other classes you'll have a hard time.
Laughed so hard at the number of likes.
Laughed so hard at the number of likes. Disagreed for the sake of not confusing poor noobs.