![]() So if you don't find it and use it, which most won't, you have to take damage. Also, the fact that the thing that this tear will help with is forced damage sucks. The fact that it's found super far away, and only from an invasion that is part of a questline you may not even find in the first place, means, even if you trigger the invasion, it could be tens or 100+ hours until you actually fight Mohg so you'll probably forget all about it, or, you could have already fought him by the time you get it. ![]() Problem is, without knowing about it before hand, 95% of people will never be able to use this. ![]() It makes you feel really good when you remember that some object you found on your own could be used for this specific moment. I both love and hate this tear, On one hand, I really like the concept of items that you aren't told about that can help in boss battles. If it was ever updated (no chance) it'd be quite appropriate that bleed builds are more prevalent as co-op summons in the bleed focused area of the game due to them potentially running the tear that counters the boss as part of there normal setup. Sadly in it's current form it's a incredible niche situation PVE tear which people won't wish to put on there flask for general small Golden Effigy co-op meaning that they won't if knowledgeable activate the summoning pools in Mohg's area rendering the area rather inactive for co-op/invasions. This would allow it under ideal circumstances to mostly block the 300+45% of health that three Seppuku's would inflict as well as trigger the white mask+Lord of blood's exultation which would make this a potential flask choice for arcane builds. This crystal tear really should of been "Significantly negates the next three instances of bleed damage." That way it would serve its purpose of countering Mohg's Nihil, while also serving a dual purpose of a anti-bleed meta pickup as well as a way for arcane builds to get off free seppuku's.
0 Comments
Leave a Reply. |