"fascizio;863453" wrote:
Totally agree he needs some love. I think you may be playing a bit too safe to be worth a Zeta though. Since the enemy he applies the expose to is totally random and therefore isn't always useful I think it's OK to bump up the percentages a little more significantly. If not your idea of leaving behind one or multiple debuffs would be a must I think. Or maybe gain foresight and tenacity up on successful execution of shatterpoint.
But the ignore taunt for shatterpoint totally makes sense, both game-play wise and conceptually as far as the lore goes.
+1
Great Idea
It might be a bit modest. I just don't want to be one of the people who gets on here suggesting a ridiculous, and overly complex rework that is totally convoluted, and OP.
My main concern with Mace is the way it could be exploited to be something overpowered when combined with a resistance team. As I read your post it occurred to me that his Shatterpoint could be separated from expose by making a new debuff. As in Mace has a whatever percent chance to cause a Shatterpoint debuff (that looks like the little skull from his gear challenge) to appear over a random enemy's head instead of expose. That way you could make it a powerful ability that wouldn't be supercharged to crazy levels through unintended, and nonsensical resistance synergy.
So my revised suggestion would be:
Shatterpoint ZetaAt the the start of each of his turns, Mace has a 60% chance to apply the Shatterpoint debuff to a random enemy until the end of his turn. This effect cannot be resisted. Mace can ignore taunt, or stealth to attack an enemy with the Shatterpoint debuff. Mace gains 40% turn meter when attacking an enemy with Shatterpoint, deals bonus damage equal to 25% of the target's max health (only 5% more than an exposed target), and applies Daze to the target (this would be a normal, resistible debuff).This might be a worthwhile ability. Definitely might make me consider gearing up Mace. Some might argue over the percentages, but I think the idea is overall pretty close to solid. Also, to address an earlier suggestion, I do think it should be ONE random enemy that can possibly get debuffed, because that's in the spirt of his actual ability which is that he can see a single weak spot others can't. But if it's random then it should be offset by being substantially more powerful. Keep in mind too that towards the end of an arena match when it's 2 vs. 2 or 1 vs. 1 the number of targets for Shatterpoint to affect will be reduced. If it procs in that situation he gets a solid advantage. Which means deal with him early, so you don't get stuck one on one with him, which is as it should be. Fighting Mace one on one should be an unpleasant experience at the least.