invulnerability boost on Luke
BDLH
Member Posts: 148 ★
What order are these triggered? Do you lose your invulnerability sig charge the first hit as well as 1 from the boost?
Or does Luke trigger his sig first, then you have 3 more buffers before his refreshes in 26 secs, making this combo incredibly powerful?
Or does Luke trigger his sig first, then you have 3 more buffers before his refreshes in 26 secs, making this combo incredibly powerful?
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since i don't feel like wasting an item just to test in a war, can a mod @Kabam Miike @Kabam Vydious confirm how these two interactions work together?
if that's the case I would consider this a bug/suggestion type thread. An incredibly power boost can't just be rendered useless because it interacts improperly with a champ's ability. No two insurances from the champ and an external source should be consumed together by 1 mistake since that's what you are buying from the boost, the chance to have 1 mistake to try to 1 shot a boss.
This is far from making Luke OP and game changing in which every team has 7+ blades per BG now at the high tiers, it just allows more ways of playing the game to make it more enjoyable. We can already 1 shot every MD boss with Blade using this boost since you just ignore power and push them to sp3 and he carves them up so fast. It's pretty boring doing the same strat every war - buffing Rulk and Luke were great additions but the same defenders they were intended to counter there's an army of R5 blades that counter even better now (with the boost). 24/30 of our Avatars are now Blade - I believe that was not the intent of the beta program. It was to encourage more variety in using more than just the 1 best method over and over. It's too late for me now since already R5'd Blade but if Rulk and Luke were a little closer to his power they could have been contenders and our entire alliance wouldn't basically have the same Avatar and strat to kill the boss.
A few people might have chosen Luke as their R5 boss 1 shotter if it worked the way suggested above. Would take him longer but add more creative ways of winning razor close tie breakers as higher tier wars are very often within 1% difference. Meph bosses pretty much suck now but some alliances still use him, Luke could potentially concussion his regen and aura triggers, and repeatedly push to sp3 ignoring power if the sig and boost worked separately. As it stands, everyone will just invulnerable boost Blade and 1 shot him, making it a lot less varied or creative. We won a recent war by 4 death count difference for attacker bonus - when it's that close you have to choose the single safest method, so of course we boosted Blade and 1 shotted the Dorm mini and main boss back to back like any other sound alliance would do.
I could see Luke 1 shotting Dorm even better than Blade if the boost and sig were exclusive. More room for error if you ever miss an intercept and still have the cushion to eat an SP3. Trade some dmg for defensive insurance and not make the top 100 leaderboards 80% Blades. I know prestige is a huge part of why there are so many Blade avatars but the fact that the other Anti-MD/Villain killers just aren't on par with him makes it an easy sell for both prestige and effectiveness. His Danger Sense not negating Dorm's Degen trigger and Dorm being bleed immune would put Luke pretty close to tied with Blade as a Dorm boss 1 shotter if the boost worked separate from his sig. And yes I know plenty of people have 1 shotted Dorm or Meph without the boost, but when you're basically tied on death count vs another alliance, would be silly to not boost for the last couple bosses to seal the win. Even if they changed how the boost interacts with Luke's sig, he would still be far from OP and the vast majority of players would still rank Blade over him, but at least make him more of a contender.