Adding this to the many other separate threads that were created when people were proposing different Heroes that need buffing/improvements.
I throw my hat in the ring! I’m still keeping these heroes in my roster, but I do hope that they get a base buff now that certain things have been introduced in the game already.
Rokkamush
Current status:
- Deals 200% damage to all enemies. Each hit has 50% accuracy.
- All hit enemies receive 160 Bleed damage over 4 turns.
Proposal:
Initially, I thought the general gimmick would be similar to Sumle, whose Special Skill has an accuracy reduction from everyone else by default. However, it’s very much a waste of mana that has the chance to 100% NOT hit any targets and waste all the generated mana to perform -0 HP and -0 Bleed damage on ALL enemies.
Additionally, the other Ettin Hero in Underwild (Kravekrush) does not have the same accuracy default to his Special Skill. His skill doesn’t have a chance of 100% missing the 3 Heroes he strikes after debuffing all enemies from reviving or receiving resurrection buffs. Rokkamush shouldn’t be punished for this without a legitimate reason to believe his skill would be overpowering.
Proposal 1
- Increase mana speed from Fast to Very Fast.
- Increase the accuracy of each hit from 50% to 70% or 75%. OR Increase the damage when there are dead enemies on the enemy team.
- Increase the Bleed damage from 160 to 200 OR Reduce the duration from 4 to 2.
Proposal 2
- Remove the accuracy penalty from the first point. Each hit has a 100% accuracy.
- Increase the Bleed damage from 160 to 180 OR Reduce the duration from 4 to 3 or 2.
Proposal 3
- Add a berserk buff to all allies that lasts the same amount of turns as the Bleed damage.
** All allies get +25% attack and a further +5% increase every time they are hit for 4 turns. - Make the Bleed damage apply to all enemies regardless if hit; Remove the debuff from being conditional.
Mack
Current status:
- The caster and nearby allies counterattack with 125% of the damage received for 4 turns.
- The caster and nearby allies get +25% attack for 4 turns.
Proposal:
Before Dunes, it was somewhat theoretical to some that Mack’s gimmick was that the increased attack would increase the damage received from the enemy’s attack. However, this was not the case and the Hero was a very terrible, reductionist combination of having Boril and Kiril active on only the caster and 2 others.
Now, there’s an opportunity to drastically revamp Mack in a way that would make him worthwhile in rosters.
Proposal 1
- Replace the counterattack buff on 3 to the counterstance buff on 3.
** The caster and nearby allies couterattack with 100%/110% of the damage received for 4 turns. The damage increses by +5% with each counterattack, maxing out at 130% or 135%. - Expand the attack buff to ALL allies, especially if it’s kept at +25%.
Proposal 2
- Expand the counterattack buff to ALL allies. Reduce the damage to 90%.
- Replace the attack buff with a berserk buff.
** The caster and nearby allies get +25% attack and a further +5% increase every time they are hit for 4 turns.
Proposal 3
- Add the countercut buff on 3 (Ferant’s buff) OR Add the mana gain per counter buff on 3. (Sumitomo’s buff)
- Replace the attack buff with the heal per attack buff.
Open to other suggestions to buff these two. I don’t plan on ever dumping them until they finally give more people reason to keep these guys.