This is a stupid question but i just wanted to know why this isn't applicable? there's a lot of skills out there on several characters with their respective specializations with the same effect but different values to be applied, such as Light Fury's outbreak with a +50% increase in physical damage, while Bowmaster's Bullseye does +20% on both physical and magical increase on the enemy applied with the debuff but with a different duration.
The highest value always gets the priority, but what about the previous buff applied? there are some debuffs that lasts more or less than a minute, they are effective enough just right for their duration, but ofc the more value a debuff can apply the better even for a short duration, but because of this players tend to forget that when their basic debuff is replaced by a better debuff with a shorter duration, they tend to forget that their debuff is not in effect and that debuffs aren't entirely applied everytime and on most occasion the advantage becomes a disadvantage.
If only there is an instance that the previous buffs applied can still be active, but replaced with a higher or better debuff applied on to the enemy, and even if the higher value debuff has ended its applied duration, the previous debuff with a longer duration is going to be in effect, rather stack it but the highest value is priority and let it still be in effect than replacing it and diminishing the debuff applied since most players are focused on looking on the screen and doesn't really have that much chance of looking on the enemy's status bar to look for the icons which buffs are in effect or which is not.
I also wanted to take note that in most cases, some skills with a debuff that should be applied on to an enemy doesn't have their own icon displayed on the enemy's status bar icon, and especially for Heroes used by players that has a debuff their debuffs when applied to an enemy does not show up on the status bar icon, which is weird considering there is a debuff effect applied to the enemy shown in an animation of shield icons color coded in red that means either their damage resistance is decreased or their critical resistance is decreased or elemental attribute resistance is decreased.
Debuffs are the only advantage of some classes that doesn't have that much buffs to use and that they are useful because of their many varieties of debuffs, but if other party members cast a debuff on an enemy, the current debuff even is still in effect gets replaced by that debuff, not to mention the debuff applied previously has a better value than the new debuff applied, that's 1 disadvantage of having a party that does not know how to properly manage their debuffing sequence onto an enemy on Nests *cough* random party *cough*.
The highest value always gets the priority, but what about the previous buff applied? there are some debuffs that lasts more or less than a minute, they are effective enough just right for their duration, but ofc the more value a debuff can apply the better even for a short duration, but because of this players tend to forget that when their basic debuff is replaced by a better debuff with a shorter duration, they tend to forget that their debuff is not in effect and that debuffs aren't entirely applied everytime and on most occasion the advantage becomes a disadvantage.
If only there is an instance that the previous buffs applied can still be active, but replaced with a higher or better debuff applied on to the enemy, and even if the higher value debuff has ended its applied duration, the previous debuff with a longer duration is going to be in effect, rather stack it but the highest value is priority and let it still be in effect than replacing it and diminishing the debuff applied since most players are focused on looking on the screen and doesn't really have that much chance of looking on the enemy's status bar to look for the icons which buffs are in effect or which is not.
I also wanted to take note that in most cases, some skills with a debuff that should be applied on to an enemy doesn't have their own icon displayed on the enemy's status bar icon, and especially for Heroes used by players that has a debuff their debuffs when applied to an enemy does not show up on the status bar icon, which is weird considering there is a debuff effect applied to the enemy shown in an animation of shield icons color coded in red that means either their damage resistance is decreased or their critical resistance is decreased or elemental attribute resistance is decreased.
Debuffs are the only advantage of some classes that doesn't have that much buffs to use and that they are useful because of their many varieties of debuffs, but if other party members cast a debuff on an enemy, the current debuff even is still in effect gets replaced by that debuff, not to mention the debuff applied previously has a better value than the new debuff applied, that's 1 disadvantage of having a party that does not know how to properly manage their debuffing sequence onto an enemy on Nests *cough* random party *cough*.
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