If we break it down, mages get it the worst as they get slow effects and 0 magical dmg. Rng cannot actually deal dmg even if the attack hits (during double weak). Melees get slow effects.
melee can die as many times as they like and get right back up, do a ws for a !!. Mages can still trigger though they will deal 0 dmg (thus a benefit at this point since 0 dmg = less hate). Ranger cannot deal damage nor trigger.
I see no fair distribution. I understand the "balance" thing, but balance would mean: melees should have a real/more significant double weak penalty, rng gets a single weak penalty and no double weak penalty, or everyone has a single and double weak penalty. Really if you want balance, the last one is the only truly fair one, but it would make the game miserable. Would be much more logical and fair to simply impose a snapshot-50 (equiv to slow+100) effect for rng weakness* and no double weakness, and mage's dmg issue would be debatable since it can be beneficial, but really dealing 0 dmg during double weak is out-dated in this age of Voidwatch where 5 min is 16.6% of the battle.
*whatever slow the others get (not sure [50 then 100?]) while single/double weak should be converted to snapshot- is what I'm saying for rng

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