Forum Discussion
9 years ago
"Vohbo;c-1178980" wrote:
I don't think repeating this line helps you invalidate the arguments we have made, but I will continue and analyze what you just said:
"Debuffers are countered by tenacity up"
This is true, but this is not the only thing that counters debuffers. Tenacity as a passive stat should help you against it. You can dispel, but something tells me that you don't consider dispelling your team a good way to counter debuffers "because they can apply it again". Stunning and often, ability blocking counters debuffers. Taking more/extra turns counters debuffers.
As you can see, there are many things that can be done to overcome debuffs, but more importantly: many characters are dependent on debuffs to operate properly.
So we arrive at this: Tenacity Up is a complete hard counter to any and all debuffs for multiple turns or until a dispel is done. All characters that depend upon debuffs, are therefore also hard countered by Tenacity Up.
"Tenacity Up is countered by Buff immunity, dispel, tenacity down"
Even if we assume this to be valid (I don't, but I have already given my arguments for that), would that really be a good reason for the argument that Tenacity Up is good for the game ? Could the same not be achieved by providing a sufficiently high amount of Tenacity to the characters instead of immunity ? Would you feel the same about Evasion Up simply giving perma-foresight saying "you can dispel it !"
I am perfectly fine with giving Zam's TD's a +50% potency and Shock a -30 % potency if that means both characters become useful.
I have seen the same thing happen in Dungeons & Dragons, where late in the game players use items and kit combinations to become immune to everything except straight up damage, and it makes the entire game extremely boring and linear.
i would like to say i stopped reading after you said "Tenacity as a passive stat should help you against it", but unfortunately i didn't. Got a good chuckle out of the evasion up / perma foresight comparrison though.
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