Title.
It should chain more properly than what it does right now. Makes such a difference to use 10% that seems pointless to make it fit without using it.
You can cast 1st hit of s+e into 10% ssf. But I agree ssf 10% into s+e should for sure chain better than what it is right now
I wish the skill would do just a tiny bit more dmg maybe just give it the crit for pvp aswell and have the input for s+e into 10% be more lenient. I can see that sequence being messed up even by tiny fps drops if you want to cast the ssf 10% as fast as possible.
Would also be nice to see it being chainable into other skills like mld for example because atm your follow ups are very limited.
I think the larger issue is that class balance is essentially zero-sum. This means that giving Maehwa Frostflower, which is on balance a pretty solid skill that has no protection or CC, is yet another needless nerf to one of the worst classes in the game when it is considered relative to the skills that were given to the other classes in the same patch, which included plenty of protected skills and CC skills (can't remember if any of the new skills were protected CCs).
The net result is that one of the worst classes once again becomes even worse relative to the strongest classes. The exact same thing can be said of the recent failed addon rework, which also indirectly buffed the strongest classes relative to the weakest classes.
Maehwa's awakened kit has been almost completely gutted of all CCs, so completely that she basically cannot combo anyone, certainly not without being totally reliant on unprotected skills, in contrast to the strongest classes who can easily combo someone using only protected skills. At its core, this is because the philosophy of the failed CC rework of 2018, which as far as I can tell is still espoused by PA today, does not consider there to be any tangible difference between FG, SA, and Invincible (INV) when as we know FG is borderline useless and INV is qualitatively superior to SA. This philosophy also minimally considers differences among CCs, ignores the importance of slows and other debuffs, and totally ignores fundamental differences among classes vis a vis melee vs. range and large aoe vs. single target. As such, awakened Maehwa that was originally (and mostly still is) a single target melee class based on FG and stiffness that is almost completely crippled by any attack or movement slows is literally a perfect storm of how this philosophy has played out in practice. In a way, how she has fared in post-2018 BDO - becoming almost immediately irrelevant and progressively a literal meme - is the perfect case study for why this approach to class balance has been a miserable failure.
The incoherence of Moonrise is a perfect example - PA has felt it necessary to rework it a number of times because the entire awakened kit was centered around the skill (PA basically said exactly that in its rationale for making Frostflower - except Frostflower does nothing to solve this problem). Specifically, Moonrise must have both SA and float on hits 2 and 3 to be a vaible skill, but this violates the post-2018 faux-rule that says that no skill can have protection and cc, except staff classes, invincible-based classes, successions, and any class PA wants to make money selling hats for. So to return to Frostflower, somehow the solution to Maehwa's problem of not having any viable skills (i.e. protected CCs that are absolutely necessary for a single target melee class but not for a ranged aoe one-shot machine like Wizard or a perma-INV class like Ninja) is to give Maehwa another non-viable skill. Meanwhile, very competitive classes got new protected abilities and/or CCs. This is supposed to narrow the chasm between the top 5 and bottom 5 classes?!
Hello is anyone listening? Iterative PvP class balance changes based upon data rather than upon subjective opinions advanced by biased forum warriors. Thanks!
PS. The 50% BSR Moonrise has exactly the same problem as OP describes for 10% BSR SSF (it really has nothing to do with Frostflower either except its flows/cancels are faster and thus more noticeable). You cannot flow/cancel into/out of the skill and you become animation locked, making it borderline useless (not that it would be anyway given the absurd 50% BSR cost to put SA back on a skill that never should have had it removed).
PPS. Maehwa's 10% BSR SSF has been bugged for over 1 yr - despite the 10% BSR skill having the "Attack Range Up" flag, it actually reduces attack range (and because aoe depends on attack range squared, drastically reduces the aoe). Bug was introduced with Successions. My prior post on the subject was ignored. When a bug nerfs one of the strongest classes in the game, it is a critical issue and immediately fixed. When a bug nerfs one of the weakest classes in the game, it is not viewed as a problem.
Unfortunately it is clear that they ignore this forum, they have not understood that people want a rework of pvp, by now mass pvp has turned into a spam of huge skills that appear out of nowhere and kill you at the first shot despite the 400dp, they prefer to be happy fotm players who spend to have 320ap and no idea of what they are doing, now the unprotected CC rule only applies to this class and we can add to the long list a new class with grab (ranged), all stupid mechanics that make the lv of pvp lower and lower