Fell Seal: Arbiter's Mark

Fell Seal: Arbiter's Mark

View Stats:
Forefall May 28, 2019 @ 5:59pm
Berserk and Charm
I'm getting the feeling these are borderline overpowered. Berserk you can get so early level and it makes my knights amazing at crowd control. Is this intended? Will it somehow stop being so overpowered? I'm worried about a gambler with charm being even worse. Should this be a "house rule" not to use these abilities?
< >
Showing 1-3 of 3 comments
Mechalibur May 28, 2019 @ 6:14pm 
The Gambler's Allure has a 75% success rate, so it's not guaranteed like Taunt. It's up to you on whether or not you want to make use of the abilities. Later on, you'll see more and more enemies immune to Berserk or Charm, although it still stays powerful in the situations where it works.
Whatever100500 May 30, 2019 @ 1:45am 
Yep, unless enemy has innate or item immunity to Berserk (even if they do, its usually only few), it's pretty much 'I win' button: 1 action to prevent 2 enemy actions and probably cause damage due to indiscriminate attacks in process.
The only universal counter, Barriers ,can be efficiently dealt with by double cast Druid's Dispel or Templar's Cleansing Blade.
Last edited by Whatever100500; May 30, 2019 @ 1:46am
Dorok May 30, 2019 @ 2:08am 
Why two enemy actions? Remove this buff is only one action.

Charm seems more potent because you don't have to manage the distance.

Not sure if it's a bug or a rule I don't know or I didn't noticed well the messages, but I have seen enemy charmed attack friendly unit, and right after lost the Charm state.

To rebalance berkerk, enemy AI shouldn't be disabled, a target is forced but then the enemy should has the full AI and all possibilities.

For charm, there's no damages to enemies, but enemies have limited support abilities. More mana requested perhaps, at least for the Vampire charm.
< >
Showing 1-3 of 3 comments
Per page: 1530 50

Date Posted: May 28, 2019 @ 5:59pm
Posts: 3