Probably T10-T12 echo, possibly nerfs... Though I don't see how 10 and 11 could be nerfed without making them absolute cakewalks. It'd be so fun if they removed tether + charge on 10 and thus made it the new T6.


Probably T10-T12 echo, possibly nerfs... Though I don't see how 10 and 11 could be nerfed without making them absolute cakewalks. It'd be so fun if they removed tether + charge on 10 and thus made it the new T6.
Last edited by seekified; 04-20-2015 at 05:21 PM.
well.......... remember T7 nerf? lol. I don't think they would remove tether, maybe just lower the damage it does when you get too far.
They were talking about Cyclonic Chaos from T10, not Nanospore Jet from T11.
Anyway, it really is difficult to imagine much nerfs to the mechanics due to the way FCoB was designed. Adjusting them would be a really difficult task for the developers as to not disturb how they work. Heck, most of the fights in FCoB re-use the mechanics in the first phase, tweak it a little by adding something extra, then calling it a day. Damage-wise, like I said previously, is pretty much a given when it comes to nerfs.
Edit:
Just to reiterate on the whole 're-using mechanics' part (red for newly introduced mechanics);
FCoB - Turn 1
Phase 1Phase 3 (After first add set)
- Wild Charge
Phase 5 (After second add set)
- Wild Charge
- Heat Lightning
- Wild Charge
- Heat Lightning
- Cyclonic Chaos
FCoB - Turn 2
Phase 2 (After Barofield)Phase 4 (After Adds)
- Seed of the Seas and Seed of the Rivers
- Nerve Gas
- Secondary Head and Primary head
- Seed of the Seas and Seed of the Rivers
- Nerve Gas
- Secondary Head and Primary head
- Nanospore Jet
I want to take this moment to applaud the developers for adding literally one mechanic that completely changes the way you interact with the other mechanics in previous phases while easing you into the new mechanic. I think that's the part I like most about FCoB.![]()
Last edited by AdamFyi; 04-21-2015 at 03:09 AM.
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