TFS
Helpful!
|
Excited about Dragonslayer! quote:
And, due to the heavy armor of DragonSlayer, the class has a passive -Avd and -Def built in. So my first thought is about this will interact with mechanics outside of the class's own shield; specifically, what defensive tools the class will have to outweigh the decreased effectiveness of Baby Chimera and pet dragon's Scale. Then again, you can consume three turns of Slayer's Instinct in exchange for 'only' +100 BPD in the hope that this will be enough to block an attack (I imagine this could be frustrating versus enemies that only have one-hit animations, so you'd only get one roll), so maybe the debuff won't be high enough to have a huge impact on Scale (only Chimera). quote:
Slayer's Anaysis activates when you Defend a hit (once per turn) quote:
Defending a hit also enables you to Counter, granting you Bonus and Crit quote:
The Counter Stance skill is unique, in that it grants you Defense, but instead of a cooldown, the effect's potency recharges over a few turns. The longer you wait between uses, the stronger your Defense becomes! It also removes your Avoidance, ensuring that the monster doesn't just miss you. My next thought is that there's clearly going to be a lot of reliance on BPD rolls, more than any other class, so I wonder how Dragonslayer will deal with enemy Crit. Even in the case that the class has access to a strong -Crit debuff with a long duration, the fact that you only need one BPD per turn to access Counters means that there are going to be a lot of instances where you just save the turn and try to rawdog BPD, which could lead to a lot of gambling situations - especially, again, in instances where monsters animations only have one hit per turn, when monster animation hit frames generally aren't something that gets balanced for. quote:
Slayer's Anaysis activates when you Defend a hit (once per turn), increasing your Crit by 10 (up to 50). quote:
Defending a hit also enables you to Counter, granting you Bonus and Crit for your next turn and empowering most of your skills with stronger effects or damage. quote:
A couple skills will grant you Prepared Parry, which lets your Counters become even more potent, increasing Crit and Boost for 2 turns after a successful Defend. This is also kind of a silly thing to immediately think of, but my reflexive thought is that Dragonslayer is going to be an INT class, when the art and animations are of a melee fighter with heavy armor. Better than Necromancer using DEX and CHA, at least. quote:
Also, certain Inn challenges involving Dragons, and the DragonKnight set's special will be adjusted as well. I'm hoping this means that the racial flavor fails that had to occur because of Dragonslayer get rectified. Specifically, Yllmar, Frallmar, Chaos Hydra, and Suntouched Viper, all of which 'should be' Reptilians, and Corvak, Champion Drakath, Doomed Savior, Doomed Destroyer, Creatioux Ancient, Decadere Ancient, Red Dragon, Your Dragon, Gorgok, Guardian Dragon, and Akriloth, all of which 'should be' Dragons. It was always extremely silly that monster flavor text had to consistently be sacrificed to prevent some terrible buggy class from the Obama administration from randomly gaining an autokill move. Also, I hope the Dragonknight changes aren't just a straight standardization nerf to 75% -> 30% (or something else where the 'point' is to just make it not worth using in Inn, as is often the case when very old items with strong effects are adjusted). Because you have to actually equip the Helm/Cape, and most of the dragons are res stack fights, there is an element of emergent design in only being able to use DragonKnight safely behind a shield rather than it just being free damage; there is some tactical use to it (do I 'waste' my shield to cover burst turns, or do I delay my burst to a turn where I need to be shielded?) and it would be a shame if this element was completely lost. 75% is obviously insanely huge and the defensive drawback doesn't really matter outside of res stack fights, but it would be cool if the adjusted version met somewhere in the middle by increasing the drawback in addition to reducing the reward, instead of just reducing the reward by so much that it's ignorable. Looking forward to next week's release.
< Message edited by TFS -- 5/9/2026 5:28:44 >
|