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Also the king is not even tameable so why does it matter what stats he has. That's like saying "buff drones because Destrons are OP". It's a unique story boss and is supposed to be special.
Maybe he should have his own version of Magic Armor baseline?
Could probably use a couple of of other buffs as well.
same for other mungos random luck procs are very annoying and I would guess not many players enjoy those.
Anyways, for Mungo King his extra turns only trigger if he sees the actor, so smoking him and sniping from outside of its vision sort of works and you don't even need some tailored builds for it.
I already think luck shouldn't be a thing in the game but it's uniquely unfair on an enemy type that can just get it from each other.
That being said I feel like Luck has similar problem to stun and freeze. Its interesting to play around when it is rare and pretty much requires a hard counter once it becomes massable.
For freeze and stun it turns in mandatory equipment or masteries in every build, which isn't very fun, but at least its a valid checkbox to tick.
Fear is in the similar, but better spot imo, having to be stacked first and with some options to ignore it on aura (so you don't have to check that box on every single character)
Luck doesn't have hard counter except just having more ways to res (or more team members to sacrifice) than they have offensive luck procs. Impulse fields are fine, but with so many double attacks around it cannot be a real hard counter to infinity x2 damage Lucky attacks.
Luck also ignores block, dodge, any defensive numbers (because you cannot realistically survive a lucky hit from any heavy hitter no matter the build) and even defensive Luck.
I think it would be better to just remove hard control as well, or replace it with softer debuffs that allow some agency for player, but if we're following the same pattern, there should be some kind of anti-Luck measure. Then by the mungo levels you're expected to build on every character, or have as an aura and that's just another box to tick.
The only things I can think off the top of my head that would be in flavor to counter Luck are some kind of Witch aura that negates both negative and positive Luck around, and some kind of 0-damage preventive shot that can be used to force defensive Luck proc before they actually attack you. Both have their own problems, so I'm just hopeful Dandy has something better in store to allow to counter Luck better than "just don't let them act lol".