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cap on number of phantasms is not the solution


musu.9205

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> @"OriOri.8724" said:

> > @"mortrialus.3062" said:

> > I don't know how Imagined Burden+Signet of the Ether+Chronophantasma combo made it through the gate in that form. The extra phantasm on Imagined Burden should be removed immediately. There's also no reason for the Staff Phantasm to have two phantasms. Just roll the damage and vulnerability onto one phantasm.

> >

> > Even if Imagined Burden+Signet of the Ether+Chronophantasma wasn't a solid build combo (and it is) it's an absurd level of visual noise and is extremely unhealthy in PvP on that fact alone. It doesn't matter if Power, Demo, or Condi Mirage is a more powerful. Spamming an opponent with 9-10 AI targets monsterously unhealthy for the game. At least with the zoo meta of years past, minionmancer necromancers weren't also blinking and stealthing around.

>

> It made it into the game the same way that EM made it into the game. And honestly, there's not really a huge problem with imagined burden spawning a second phantasm, especially since it does lower the damage from each one. What should be changed is that each phantasm skill should be capped at 1 clone spawned, regardless of how many phantasms are spawned, and SotE active should be changed.

 

Cluttering the screen the way it does is reason enough for the change. Period.

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