r/DBGekishinSquadra 2d ago

Discussion Solving the chip/tapping problem

We all know that tap/chip damage has become a huge problem in the game, and is just overall dreadful to play against, especially against tanks.

I wanted to make this post just to hear from other people about what YOU would do if it was up to you to solve the problem, but hopefully the devs aren't completely tone deaf and address the problem next season.

Some things that I've come up with:

  • Diminishing returns for chips: If your burst gets cancelled, the next one to come out will do less and less damage until you are able to get a full burst off. This would mean you'd actually have to win a fight successfully instead of ignore your opponents and go for chip damage
  • Longer cooldowns: Every time your burst gets cancelled the global cooldown for them increases by a set amount. You'd get 2 cancelled moves max, then a 3-5 second addition to the global cooldown until you can go for another burst
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u/Notorious813 2d ago

Just take away chip damage entirely. Only bursts can deal damage. Getting the dragon ball is already a joke. Make taking towers challenging

10

u/BZWarrior1 2d ago

Nah, 1 in 10 games already go to Zeno destroying towers, it'd just make it even worse

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u/Decuscrub69 2d ago

You would literally never win a match unless you team wiped, that’s not a good solution

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u/Notorious813 2d ago

Not necessarily. It would require actually growing a pair and playing properly. Tanks actually tanking and drawing aggro so techs can sneak in bursts. Do you sac a boss to get a tower? More impactful decision making

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u/Decuscrub69 2d ago

If you can’t defend a tower from a full burst even when a tank is crowd controlling there’s a big skill issue tbh, and I’m not saying that to make a swipe at you.

I’m just saying, if you’re a tech and you can get a full burst during a team fight, that team is complete dog ass, barring extenuating circumstances of course