quasimopho13 Posted October 18, 2016 Share Posted October 18, 2016 (edited) Hey all, Sorry if this belongs in a create-a-skill thread or if this was already said. Essentially a command skill that breaks pair-up. Would this skill be interesting in the hands of the player/enemy? Maybe on a Ninja? Edited October 18, 2016 by quasimopho13 Quote Link to comment Share on other sites More sharing options...
Anders Posted October 18, 2016 Share Posted October 18, 2016 God no, i can see it now on Conquest, a ninja debuffing you, also using Poison Strike, while Lunging both of the unpaired units to a bunch of swordmasters with Brave Swords(?), yes, doesn't sound too nice. Quote Link to comment Share on other sites More sharing options...
Emerson Posted October 18, 2016 Share Posted October 18, 2016 (edited) Oooh, I like that idea a lot. That would be really used on both sides. We could knock people out of pair-up (Knight/Wyverns in CQ 13 for example) but it's also a threat to the player. I feel like it'd come from Oni Savage, Oni Chieftain, Fighter, or Berserker. It feels like it'd fit them. Maybe it'd replace Gamble or Shove. Granted, I think this'd be better in a game that focuses more on pair-up for both you and the enemy. It'd have some actual meaning, considering many people don't even use pair-up currently. Edited October 18, 2016 by TrueEm Quote Link to comment Share on other sites More sharing options...
Alastor15243 Posted October 18, 2016 Share Posted October 18, 2016 (edited) I feel that would be really interesting to disrupt enemy-phase tanking, something that was really the only strategic base Conquest didn't cover (the blow skills don't really do the job in practice) It should be unusable against anyone with 0 movement though, just like lunge and entrap. Honestly I think it would be better suited to one of the heavy-hitting classes, maybe replacing Counter on the oni chieftain since Counter is now basically a pointless annoying gimmick that serves to do nothing but further encourage enemy-phase combat. At least in Awakening it had a function that could have made for strategic gameplay if they didn't decide to just throw it around haphazardly in lunatic+. I'd call it "Cleave" or "Sunder Formation" Edited October 18, 2016 by Alastor15243 Quote Link to comment Share on other sites More sharing options...
Light Strategist Posted October 18, 2016 Share Posted October 18, 2016 Sounds like it could be a personal skill to me. Quote Link to comment Share on other sites More sharing options...
NekoKnight Posted October 18, 2016 Share Posted October 18, 2016 (edited) I think a better method would be two force the lead and support to switch places. Actually unpairing you would be kind of awkward. I was actually thinking of a class that had skills meant to counter Guard Stance. Guard Breaker: Enemy can't Dual Guard or block Dual Strikes. Collateral Damage: When this unit damages a unit in guard stance, the support unit also takes 50% of the damage. Edited October 18, 2016 by NekoKnight Quote Link to comment Share on other sites More sharing options...
-Cynthia- Posted October 18, 2016 Share Posted October 18, 2016 Not good for the survival of Pair Up bots. Quote Link to comment Share on other sites More sharing options...
Butterstroke Posted October 18, 2016 Share Posted October 18, 2016 I can see the chaos now. Re-classing the witches with warp to get the pair-up breaker skill. No pair would be safe! However, there are some times I have wished pairs could break. So, I wouldn't mind seeing it show up in a game. Quote Link to comment Share on other sites More sharing options...
The_antithesis Posted October 20, 2016 Share Posted October 20, 2016 I don't think this would work very well, as the opponent could easily just return to a paired-up state next turn. Also, where would the other unit go? (especially if they fall off a cliff) Quote Link to comment Share on other sites More sharing options...
X-Naut Posted October 21, 2016 Share Posted October 21, 2016 I don't think this would work very well, as the opponent could easily just return to a paired-up state next turn. Also, where would the other unit go? (especially if they fall off a cliff) Just throw in an ally or two and watch one of them die. Can't pair up with a corpse, can you? Quote Link to comment Share on other sites More sharing options...
Jotari Posted October 22, 2016 Share Posted October 22, 2016 I think switching them would be a better idea. I wouldn't particularly like to see a unit fly half way across the map because there's no available space for them to land nearby. Alternatively make it a version of Shove so it requires more set up. Quote Link to comment Share on other sites More sharing options...
Flamy Posted October 22, 2016 Share Posted October 22, 2016 I think switching them would be a better idea. I wouldn't particularly like to see a unit fly half way across the map because there's no available space for them to land nearby. Alternatively make it a version of Shove so it requires more set up.forced switching (and maybe also lowering of shield gauge?) sounds pretty valuable, without being too crazy maybe on a very brute force, non-high movement class? Quote Link to comment Share on other sites More sharing options...
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