CH4OT1C!
Member
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I'm aware that the 'Last Rider' is meant to be designed primarily for FD Warriors and, with that in mind, it doesn't really make sense for the skills to be anything other than weapon-type unless you also want to support the niche SPellcasting Warrior sub-type. However, there are a couple of factors which complicate the situation. The Light version of this armour cost Z-Tokens. This puts the staff in a somewhat difficult position. Even if it wasn't intentional, there are now people that will have bought this version, and changing its skill types technically changes its core audience. To make all of the skills inherently weapon-type would severely impact other FD build types. It's definitely not optimal for FD weapon-focused warriors as it stands, but it's also perfectly usable. To render the skills weapon-type would make them all but unusable for FD Rangers, Wand Mages, and Tome Mages outside of their no-drop slots. And even then, that's only because they don't have access to no-drops suitable for their build (due to their own chronic lack of support). That's not to mention FD SPellcasting warriors as mentioned above, though these are (of course) a niche build. It's a difficult balance to strike. I think probably the best solution would be something similar to what @Zeldax has suggested. In Melee mode, the attacks should be weapon-type, costing SP, and with elecomp to cost (with skill three being to damage as with other elelocks. Sorry FD SPellcaster warriors, but this one's for the good for the broader build). In Ranged mode, the attacks should be spell-type, costing SP, and with elecomp to damage (to override the 100-proc and make the skills usable). Essentially, the same as now. In Magic mode, the attacks should be spell-type, costing MP, and with elecomp to damage (again, to override 100-procs). Again, essentially the same as now. This benefits appeals to a broad group, while also optimised to the primary way FD warrior is encouraged to play. It's a bit more work, but I think justifiable given (i) the token cost of the light armour (and thereby need to retain its released niche), and (ii) the importance of the release.
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