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why such moves should be important? every enemy has a weakness, if you are lucky enough to have a character who can counter WITH an element that damages enemies extra, well, your counters should also convey the element in question, as they do when what i suggested earlier.....does. If you're on the ass end of it, i assure you, your whole team is going to cop it.
Can confirm our Overwatch skill is buggy like you describe, meanwhile, enemies's Overwatch work flawlessly. Intended?
I think the misunderstanding here is that counters don't crit. Elemental bonuses are only applied on crits, so if counters don't crit, they don't get the bonuses.
Which makes counters kinda suboptimal. I mean, unless my guy gets hit like 10 times, its best to have your dps use a damaging move and crit
A: counters don't work properly for the player or the enemy
B: In some cases i have an overwatch on a friendly unit who will attack an enemy on overwatch, THIS basically triggers overwatch on both sides till one character dies. This is expected, and i don't consider a bug
On a side note, relating to guardian. You can trigger vorpal swarm MANY TIMES, when the target is on overwatch. No matter if it is 1-5 sparks, you can keep triggering vorpal swarm until your enemy dies or you die (from overwatch damage). Is this intended? I mean it may be a novel albeit useless mechanic, but hey, you're the devs.
Noticed that most overwatch buffs displayed on enemies doesn't appear like a normal buff would and also doesn't disappear like a normal buff would, for example when you cancel the mother tentacles Overwatch, it still shows them in Overwatch but they won't attack you.
I might be wrong but i think some enemies have a flurry attack that also stuns. Which means only the first hit gets countered as your char isn't stunned yet.
The attack may stun the guy the enemy is attacking, but enforcer shouldn't be affected and attack back for every hit