Ok, before we start, I’d like that if you are going to disagree (or agree) just for the sake of doing so, without an actual argument to not participate. By that I mean I do not want to see any non-content replies like these:
So you want the monster players to be punished for doing something that counters your team from killing/winning?
story of the century boy loses and now time and space should be bent to his will >.> because he says soo
By the way you’ve been here since Dec of 14. I’ve been here since July of 14.
That include “Not every combo should synergise” and “monsters suffers enough”.
Put some thought into it. Come with facts. Contribute to the discussion.
Ok, let’s start:
Fire Breath and Aftershock are two un-dodgeable attacks. The standard justification of this is that both attacks, well mainly fire breath, does not do too much damage too fast and can therefor be out-healed and are therefore balanced, which is not wrong. With a meta comp consisting of Hank and Caira/Slim, that is not a problem, but there are two medics that have issues with this: Val and Lazarus.
Fire Breath and Aftershock cannot be out-healed, nor dodged by neither of these two medics, which mean that Fire Breath and Aftershock alone can break these two characters down, without needing to use, or sometimes, land multiple, if any other abilities. These two attacks are enough to kill these two characters by themselves.
This is, of course, unless you pick Hank. Sunny is also effective against Aftershock and somewhat effective against Fire Breath. But in my opinion the hunters should not be forced to choose a certain combination to even be able to win. Some characters synergies better than others, but Lazarus and Bucket or Cabot and Val against an equally skilled monster that is aware of the perks with these two un-dodgeable attacks is secured victory the moment the characters are locked in.
So, I would like to try to either directly suggest, or at the very least discuss the possibility of re-balancing these two abilities so that they are avoidable at the cost of perhaps dealing more damage or having greater utility.
As an example, while using Fire Breath Goliath’s head movement could be restricted to a couple of degrees in turn for greater damage/wider spread or lighting a character on fire for a longer duration.