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1/14/2015 5:35:54 AM
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I've read nothing there that points to anything different than the points I already made, spun to make arcblade look stronger (as apposed to spinning it to where everything else is stronger as I did) Every special has its perks and downfalls. None is really better than any other. You don't have to agree. But it's how I see it. And I've had a lot of practice
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  • My point is that to counter Arc Blade, you have to waste a super or have them make a mistake. It's harder to make mistakes with it, and it has a wider variety of situations where it is usable than the other supers do. That's all. All it really needs ATM is to lose the damage resistance buff and maybe a bit of its duration.

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  • Edited by l Am A Man: 1/14/2015 6:12:21 AM
    And all you have to do to counter foh is.. Oh wait. You just die.even if you manage to kill him. You just get zombie of havoc'd Edit: I'm not arguing that arcblade isn't strong. It is, but it doesn't need changed at all. Supers are way too minimal to matter.

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  • You counter it by making them panic super. And they only have a few situations where they can get three or more kills, just like Nova Bomb. Blink makes dodging it easier than it should be as well. Even my Warlock can dodge it at least 20% of the time, which is a lot for a super. I can dodge Arc Blade 0% of the time unless it's right at the end of their super, even with Blink. Yes, you can kill Bladedancers during their super, but with their increased mobility, damage resistance, and life regen, it's not that easy. And supers are totally a significant part of the PvP. If used correctly, they are at least 5 kills per game (assuming 2 uses with 2 or 3 kills each). With 6 person teams, that's 30 kills per team per game (if it works out well, probably closer to 20 per game on average). That's a lot.

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