Quote Originally Posted by Kyri View Post
No other modifications were made to the Binding Coil, either.
Actually, high voltage paralysis was made weaker and lets you perform actions more often than not. Before the adjustment, it's a much higher chance of wipe because the healers wouldnt be able to do anything. It was also not dispel-able, which means the party had to just suffer through the paralysis and hope they could heal through the damages until the paralysis wears off, which was pretty rare. Turn 4 knights adds also reflects magic at a much higher damage. It's really dangerous for a black mage to try shooting down the knights in the middle of the chaos but it's probably even more dangerous when paladins try to flash the soldier and knights combo to grab and hold on to them because it dealt much much more than the current 200 or so damage per flash while taking slaps to the face still. It made tanking t4 post lockout removal really realy trivial in there, even before the 20% echo comes into effect (as a paladin anyway).