Own
Moderator
There's a lot of really cool skills in the game. People tend to gravitate towards the simplest to use ones, however... which have the unfortunate consequence of also being the strongest ones by far.
Fireball, Shadowclone, Heroic Slam. Three of the best skills in the game in terms of damage dealt, ease of use and time investment.
Then we look at the more gimmicky skills.
Smash: Requires careful aim to actually connect, time investment in setting up the shot, chasing after the ball.
Dodging Strike: Requires the extremely specific circumstance to use of having enemies that use direct attacks against you to get the best use out of it, and expert timing.
Piercing Dash: Requires careful aim to avoid taking damage by dashing into attacks, or battlefield hazards - which the endgame is rife with.
In order to ensure they're actually functional in the endgame against the three MVPs, my suggestion is to give Smash *significantly* higher damage multipliers to make that juice worth the squeeze, same with Dodging Strike, and to give Piercing Dash a second of immunity vs all hazards at gold charge. Fire, acid, thorns, blizzards, swam attacks, whatever else.
Fireball, Shadowclone, Heroic Slam. Three of the best skills in the game in terms of damage dealt, ease of use and time investment.
Then we look at the more gimmicky skills.
Smash: Requires careful aim to actually connect, time investment in setting up the shot, chasing after the ball.
Dodging Strike: Requires the extremely specific circumstance to use of having enemies that use direct attacks against you to get the best use out of it, and expert timing.
Piercing Dash: Requires careful aim to avoid taking damage by dashing into attacks, or battlefield hazards - which the endgame is rife with.
In order to ensure they're actually functional in the endgame against the three MVPs, my suggestion is to give Smash *significantly* higher damage multipliers to make that juice worth the squeeze, same with Dodging Strike, and to give Piercing Dash a second of immunity vs all hazards at gold charge. Fire, acid, thorns, blizzards, swam attacks, whatever else.