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Fire Element & it's Debuff Problems

[YouDontCB87] YouDontCB87
2024.04.23 Tuesday 10:02 (UTC + 9)

190

Original Post: https://www.reddit.com/r/undecember_global/comments/1afasjr/fire_debuff_wound_really_needs_rework/

Personally playing Fire element since the beginning of this game, watching Shock (amplify damage taken), Chill (slow both attack/cast/movement speed) and Blind (reduces enemies' Hit Rate) which all of these Debuffs are affecting basically all types of enemies, and now even Physical is taking the leads. (ps: RIP Poison main as well)


Now, excuse me, what in the world is Wound? It "dampens recovery speed", and my understanding is to reduce enemies hp recovery speed, which from what I know the situations that Wound can be useful to it are either the situation where (i) all enemies granted with Regeneration, or (ii) Elites/Bosses with Regeneration skill.


So, here's the problem, while all the others debuffs can be useful in basically all situation (unless enemies ignore/immune status effects/debuffs), and then there is Wound which only applies to enemies that has Regeneration effects on it.


And my point is, if the enemies recover HP faster than your damage dealt in this game, you basically ***** up, and I don't see the point of why Wound even existed in this game except for just a particular purpose (i.e. dampen enemies' recovery speed) which is situational based.


On top of this, there isn't any +Wound Rate skill rune in this game (correct me if I'm wrong), while there is skill runes for all the others status effect (i.e. DoT [Bleed,Venom,Burn]; Debuff [Shock,Blind,Chill]; & Crowd Control [Stun,Freeze,Bind]), my understanding is that the game knows [Wound] is so bad that they don't even bother to add in to rune collection at the first place.


Out of topic, for toggle, there ain't any Fire toggle as of now, opps.

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