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Nerf trueshot

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6/16/2020 16:11:51   

I like how this core works, but IMO it's way too effective. You get big damage in just a few turns.
Now it deals 105% base damage + 5% per turn (max 140%). It means in turn 7 you got the full damage. With my current build I have 58+35 support, 636-676 damage. I'm up to do 700 damage to a tank build in turn 7.

I would change the 105% to 100% and increase 4% per turn (max 140%). You will be doing the full damage in turn 10 instead of turn 7. It ends up with a stronger damage but in a longer time.
Epic  Post #: 1
6/16/2020 17:11:46   
Legendary Ash

No, that is not how game mechanics function, a core that has a resource cost should always produce a gain regardless of turns passed, it does not make logical sense to do the same damage as a weapon with no core.
AQ  Post #: 2
6/16/2020 18:35:34   
.Lord Ginger.

The infernal android has a warm up like this to where the special is available at 100%, and the special is not usable again for the rest of battle, which can be like your resource cost.

Just don't use the aux special on the first turn, not many people do anyway, or if you want to bypass the first turn 100, just give it a turn warm up

I like the idea, but I still personally say 140% is too strong for a core, especially when it's just flat out better than the infernal android.
AQW Epic  Post #: 3
6/17/2020 7:38:33   

If that's your point ash, then Lord ginger's idea could be a good solution.

Lord ginger: Maybe you are right, 140% could be excessive. I haven't considered to reduce damage.
However, I think the scaling of damage must be nerfed even if full damage is reduced. The reason is I am up to beat focus builds in just 3 turns sometimes: Smoke, blood hawk and Trueshot. Aux would do around 600 damage just using 115%. With the nerf I suggested aux would do 108% instead. Is not a big nerf but is something.
Epic  Post #: 4
7/14/2020 21:03:45   

true shot should be reusable after this nerf, the core goes useless now
Post #: 5
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