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Pincer Movement: Add the requirement that both characters must be closer to the enemy than they are to each other (essentially requiring the player to actually execute a pincer movement)
Cover: Give the shot a (20%?) accuracy penalty if the ally has more hp remaining than the shooter
Observation: Leave as is, the goal is to make all of the bonuses about as good as this
Finding a Way Out: Makes the AT reduction smaller (10?) and apply it when your bonded ally takes an enemy out of action while you have more enemies than friends in your LOS.
Role Delegation: Change "adjacent" to "within 4 spaces"
Street Anchor: Change "adjacent" to "within 4 spaces" and grant a random buff whenever it removes a mental debuff
Reliable Colleague: Change "start your turn" to "start or end your turn" so if you do spend an action to put two characters next to each other they both get a buff rather than just one.
The Wrathful Vengeance: Needs a total rewrite. e.g. When the bond ally is taken out of action and does not revive, gain luck and reactive attack their killer. If you kill them (With this attack or any other) gain hero for ten turns.
The only exception I'd make is for Reliable Colleague because getting a random mental buff is such a strong effect (Well on average it's good, some results are exceptional and sometimes you get a single stack of chance to win)
certainly not worth stacking up adjacent to each other outside the rare opportunities where you have 2-wide full cover with decent loS
Immortality is a mental buff :) You're (substantially) more likely to get it from a random mental buff than a random buff.
So is Trance which besides offering a fairly chunky bonus also has the advantage of having a duration of "Until the end of your overdrive" (usually you can't get it while not in overdrive so it lasts much longer than its supposed to)
I've been running 1S1K Alisha with that "gain a random mental buff whenever you put an enemy out of action", they're surprisingly good.
I like the buff duration extending witch so I always consider this for Bianca's bonds. I suppose Bianca and Anne could both do buff witch and stand next to each other to get their infinite immortality going.
But you're right - it is inconvenient, double cover is never where you want it, and it means moving the pair at the speed of the slower member. I think it needs a small buff to be on a par with the 3 I use on almost every pair, but I was trying to keep it small because it's definitely in 4th place.
In which case aye, my suggestion for improving it is too weak, giving it a 4 space range would be best.
Street Anchor:
I actually like to use Anne to heal my rampage Alisa/Albus and shes usually within 4ish tiles. So how about it actually works like tough spirit, but for that character exclusively it could probably open up a few slots in peoples builds. All while still make using mutant viable if it can still cleanse if they're on adjacent squares.
Wrathful vengeance:
It'd be a waste to not activate on revive skills at all, maybe a random buff that refreshes if the target that put them caused them to revive goes out of action. If they don't revive it could maybe give hero and a random buff (that doesn't have stacks so no chance to win or anything). Alternatively the buff doesn't expire at all until the enemy that killed them, goes out of action or leaves line of sight (although i can easily see Starlight Prison abuse).
The point is simply that there's no balance between bond abilities at the moment, everyone's using the same ones, it'd be neat to see them re-balanced to reward a little more variety.
If I lack someone to heal, I sometimes just like to move them adjacent to a bond-mate and standby, thereby getting a double-turn with a buff to boot.
Role Delegation I use a lot, as I run her between Albus, Irene, and Scion, giving them all a free attack, when Anne wouldn't do anything yet anyway having nobody to heal.
Cover I mostly use on my healers to keep them safe. It is great if someone tries to attack Anne or Ray that Scion or Heixing kill them.
Finding A Way Out I keep feeling will come in handy eventually. Not sure it will.
This will happen more often than you'd think (Impulse fields for example) and is more potent than 10% to hit which is generally not the issue. Giselle, Sion, Bianca, Heixing bond slots are extremely strong because of that.
With that in mind I actually think Pincer+Cover+FAWO is the only option
In addition since you have good amount of bond slots available only 1 should be used for observation since it doesn't stack. Sion or Giselle are prime examples - giving them cover is amazing and will trigger often when your melees run into your enemies and will give them 30 AT reduction very frequently (With FaWO). However your backline could have 1 additional ranged character bonded to Giselle and they could be used to gain the observation buff.
Even across melee characters Pincer, Cover and FaWO is useful. Attack an enemy with Albus but fail to kill him (like a tough boss) and Irene swoops in with Snatch and finishes him off almost resetting Albus' turn in the process. Failing that when one gets attacked by the boss then you get a cover attack which resets the AT.
Point is 1 observation per character is enough so you can use the rest for FaWO. Observation also is better when you bond Backline to Backline since they wont really need FaWO (Heixing+Giselle for example). Bonds without access to those 4 perks should be replaced by ones who have.