Topic: Warbanner of Defense

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  Posted on January 30, 2011 12:20 AM
#1
GregarFalar, The Relaxed Tactician of the Nobles

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Warbanner of Healing bolsters your team HP by 5 by just moving, however, Warbanner of Defense reduces your damage recieved by a measly five while Affliction and Piercing Damage rules about everywhere, anyone seeing this item to be underwhelming? Maybe making it last 2 turns? (Stackable if used 2 moves in a row)
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  Posted on January 30, 2011 12:24 AM
#2
Shizui, The Commanding Savior of the Ancestors

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Joined: January 22, 2011
Looks a good one.
  Posted on January 30, 2011 12:26 AM
#3
Zeref-, Wolf of the Military

Contribution: 83 (67 + 16)
Joined: January 11, 2011
It is still quite helpful in the right situations.

Take Tadashi.
With his proposed nerf to Hunters Eye, it will knock down his 50 to 45 which could be the difference between a broken prep and a powerful next move.
  Posted on January 30, 2011 12:29 AM
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#4
rurudo66, Hunter of Hanto

Contribution: 1,251 (1,105 + 146)
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It may not be the most useful item, but if you put it on a team that has low health or is based more on offense it can help protect you a little bit, at least. Also, I feel like making it last two turns would make it kinda cheap, especially with stacking. The point of the item is to get a small amount of damage reduction while still getting to attack. and there's not really that many characters with piercing, and the skills that do pierce usually have higher cost and higher damage. Those skills don't hit very often, so in most situations the damage reduction will be effective.
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  Posted on January 30, 2011 8:16 PM
#5
Cyred, Collector of Ninja Arts

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Joined: June 17, 2010
Is Warbanner of Defense stacking with other damage reduction skills?

I remember in a match where my opponent was using jun with the warbanner and he had focus on him, when i hit him with Jiouzus Tho Heavens the Jun was still at 100 hp.
  Posted on January 30, 2011 8:47 PM
#6
shogunkaiwar, The Flaming Warrior of the Honoo

Contribution: 278 (255 + 23)
Joined: April 11, 2010
it should be 10 or 2 turns, stackable
also, it does stack with other reducers
  Posted on January 30, 2011 10:35 PM
#7
Xyden, The Protective Collector

Contribution: 290 (265 + 25)
Joined: July 4, 2010
I like the idea of lasting two turns stackable. Would never rise above 10 in that case and that's fine. But otherwise, it's already good. Especially when you use it on a team that can stack its defenses. Such as a team with Takeko. As it stacks with other damage reduction abilities and can make her protector last a little longer.
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  Posted on January 30, 2011 10:55 PM
#8
Exmel, The Ambitious Recruit of the Niiro

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Joined: January 23, 2011
Mb make it work for affliction dmg ?
  Posted on January 31, 2011 2:10 AM
#9
Zelkyrie__, The Radiant Blossom of the Winter

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Joined: January 11, 2011
That would destroy the definition of affliction damage, "goes through defenses."
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  Posted on January 31, 2011 7:55 PM
#10
Maeglin, The Respected Warbringer of the BETA

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It does have some good uses, but when you consider the Warbanner of Healing gives 5 health, it makes the defense seem not as useful. A lot of the time, you won't be at full health, so the Healing will give the same boost. Only difference is that Healing will always be helpful while Defense will only help when against non-piercing melee/ranged. Boosting it to a decrease of 10 would cut a lot of non-piercing melee/ranged skills in half (a lot deal 20 damage). Making it last two turns could be pretty good.
  Posted on January 31, 2011 8:01 PM
#11
xXxMarcelxXx, The Untouchable Champion of Death

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It's not up. It's balanced.
  Posted on January 31, 2011 8:21 PM
#12
Maeglin, The Respected Warbringer of the BETA

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Also, I forgot to include that the WoH is also superior in that it lets you use the pipes without being hurt (5 affliction damage and 5 healing cancel out after your turn). You might be able to argue that WoD is actually balanced, and WoH is op, but comparing the two, it'd be easier to boost WoD then nerf WoH. Unless they nerfed it by making it only activate on certain skill types.
  Posted on February 2, 2011 7:21 AM
#13
louisng114, The Ambitious Collector of the BETA

Contribution: 91 (76 + 15)
Joined: February 19, 2010
Nori can use Warbanner of Defense to guard her summoning. Though, I agree that Warbanner of Healing is better in most cases. A two-turn unstackable defense should be enough to balance it.
  Posted on February 2, 2011 8:11 AM
#14
skulldj, The Uncontrollable Demon of the Darkness

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Cyred wrote:

Is Warbanner of Defense stacking with other damage reduction skills?

I remember in a match where my opponent was using jun with the warbanner and he had focus on him, when i hit him with Jiouzus Tho Heavens the Jun was still at 100 hp.

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yes....warbbaner of defense stack with other reduction skills...
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  Posted on February 2, 2011 11:28 AM
#15
DutchShinobi, The Cheerful Panda of Death

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I have to agree with the topic starter. The only scenarios in which Banner of Defense would be more useful than Banner of Healing is when Healing is disabled (only possible by Toraji) or when your character is still at full health. Something needs to be changed to restore the balance between these items. The only situation where I would consider using the Banner of Defense at this moment, is when I'm also already equiping the Banner of Healing on one of my other characters.

However, I don't think Banner of Defense deserves to be boosted. It's a fairly useful item, and uses will be found for it as long as it doesn't receive the same nerf that the Banner of Offense got. Rather, I would like to see the Banner of Healing nerfed to only react to Tactical or Mental skills. This would make it useful for the same characters that can put the Banner of Resistance to good use, plus characters that use Mental skills (Mental characters should be included here, because they can't profit from the Banner of Offence).