Anyone who saw my stream will know that the double turns provided by various items completely overpowers all the other accessories. Rather than make DK shoulder all the burden of figuring out how to balance this (or limit it to only a single late item), we should see if we can come up with potential "balancing" changes that would keep double turn items from being strictly better.
First, here are the base benefits of double turns:
- Can deal twice as much damage per wave at double the FP cost and double the counter rate
- Alternatively, can take 1/4 damage per wave except the first turn and when defend would normally be used
- Can heal and defend, heal and attack, etc.
- Gives more options in general, such as attacking, getting countered, then healing and defending
Looking at the above, double turns could be balanced by effectively having them apply a permanent "full break" to the user. This could either stack with full break or overwrite it. The net effect would then be the following:
- Deal normal damage per wave at double the FP cost and double the counter rate
- Alternatively, can take 1/2 damage per wave except the first turn and when defend would normally be used
- Can heal and defend, heal and attack, etc.
- Gives more options in general, such as attacking, getting countered, then healing and defending
With the above balance change, double turns would turn into a tank-healer-class item as opposed to a DPS-tank-healer-everythingexceptstatusailments-class item.
Thoughts?