crabpeople -> RE: =DF= Pirate/Dread Pirate Armor Discussion Thread (3/24/2015 12:03:09)
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Alright Ash im ready for round 2. ding ding! quote:
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-Class needs damage. Not much as I complained back then with the ninja class but it needs a small buff in general. Maybe upgrading the skills damage to 125% like the basic atack and flintlock to 170% might do the trick. Also the powerboost to 30% like technomancer. Mana costs will change a bit to reflect that as flat nerfs are decently costly even without increasing the damage of the skills and a 1 turn spam gains mana faster than a longer duration skill like Broad Sides. I can change it to be a direct copy of Techno's boost if you want. Well that means: Damage: 90% to 80% Cooldown: 10 to 11 Duration: 7 to 10 Effect: 25 to 30 Mana cost: 25 to 25 So who would say no to that? Same mana cost for a slightly weaker blow but with higher duration and effect? Sure go ahead and change it. quote:
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-Something must be done with Backstab. Seriously. Using it gives nothing in return Opinion, and a rather pointed one at that as others have said it's a neat idea. I was trying to go for a different take on the Pumpkinlord thorn cover that would provide a different type of utility. Using a high damage weapon would give you a larger benefit as well as if you take on anything that does 3+ hits per attack your damage instantly skyrockets. Pumpkinlord gets the benefit of a holiday bonus where as Pirate does not and there is the main issue. I can't totally buff it because you're not getting comped for the damage or cooldown in the mana costs or cooldown with Pirate. If you want me to add something like Dodge to it that I can do for less of a mana cost increase than trying to buff the damage of the hit back. Well Thorn cover works the same as mage/asc shield or shadow hunter reflect skills. "If I get hit you take X damage". This skill is the oposite "If I don't get hit you take X". 3hits+ per attack the damage skyrockets... Well in case you find enemies like these (only bosses cuz as I said, most of the normal enemies do 1 or 2 hits), What warrantee do you have to avoid most of those attacks to make that damage effective? The class can only do a weak permablind on the enemie (I'll get to this point later on another quote). Sure you can go with something like: Sea Legs->Backstab->Crackers (shield fades)-> Avast. But if you go with that you rely on trading blows for the rest of the turns till you have one of the blinds/shields up (mitigating with plank and lime but...). Well after saying all of this yeh. I insist that something has to be done. The skill right now is even more situational than the +bonus skill. If you don't want to increase the damage go for 1 extra turn and some added dodge for an extra at the mana cost. quote:
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-The other skill that I find "useless" is target practice. You know that +bonus skills aren't great outside hard mode and low levels. The buff isn't great either (+25 hit) and the damage is lower than a basic attakc. So same reasoning as Backstab; Why would I spend mana into this?. Again, seriously, opinions. Bosses do nerf your BtH and it's effective at countering certain statuses. It's also a flat increase which benefits all skills whereas if I just made it the "I can't miss" skill only that skill would benefit. Fair point. Then I suggest to empower the role of the skill by decreasing the duration from 4 turns to 3 while increasing the effect to +35hit. If you want to add 1 or 2 points of extra mana cost go ahead. quote:
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The issue I find is: In order to build a good defense, You either need stronger effects or lower cooldowns to keep atleast 1 of the debuffs going on. Avast says hello. 3 turn duration, 3 turn cooldown. Can always be kept up. You're meant to stack your effects on top of that to gain an advantage and then pressure the foe if they drop off and you're waiting on a cooldown to reapply. Yeh you're right. You need to the plank because you can't have the enemy on permablind for 1 turn (If crackers had 1 less turn of cd then it would be possible). Then if the idea of a permaweak blind is not possible because is not the way of playing pirate, I would suggest a buff on the powerboost nerf of to the plank from -20 to -30 and dropping 1 turn of duartion (so it ends up being the same: -20x3 to -30x2). quote:
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Now the same comes to pirete. Why would I use it over Technomancer? Techno has a better and longer boost, Table has more duration and does a -25 nerf. And while Techno doesn't have fire broad the sides and flintlock as damage sources, it makes up for it with managrenades and overclock. Defensive aspect? Techno has better stun potential, a better shield, and while it has worse blind and powerboost debuff potential, it makes up for it with the rewind. And once you blow the rewind you're stuck and your DPT drops. Plunder's main focus isn't giving you the nerf, it's the potions to keep you alive, the nerf is extra in case you're at the potion cap. Pirate can give consistent nerfs to avoid damage while still outputting a decent amount. It's meant to be a nerf class and at tier 2 it's a bit limited in terms of what the upper limit of those can be without dipping into tier 3 costs. It's kind of the same issue Techno has with its stuns having either a lower duration or a %ile chance to occur. You're paying for having that ability. Sorry but I'm not buying that. The move can be cast once every 20 turns! which is once per battle most likely. If you're saying that having 2 extra potions is an advantatge exclusive from pirate well... you can just farm to 4 potions and change the class when you end a quest. Or use a base class and get more potions with the scrap artifact. After looking at the mana costs (somehting I didn't care to look at yesterday). I sugggest the following: Skills (some I didn't mention at the previous quotes) -Sea Legs duration from 2 turns to 3. Reasoning: You agreed that Pirate is an hybrid class. Techno and FMA have a M/P/M shield and remember that 1 point of m/p/m= 2 points of d/p/b. Clearly it comes at a price so I'm willing to accept 1 turn of extra cooldown and a mana cost from 15 to 18. The idea is to make it more effective with backstab. -Dirty trick: I'll say that ninja stun costs 20 mana instead of 23 and attempts to stun 3 times while having the same damage. I just leave it there... -Plunder: Needs a change. You either increase the mana cost and cut the cooldown to half or keep the same cooldown, a slightly higher mana cost and you empower the effects. And in addition the gold bounty from Plunder needs a buff. Yeh a buff at the cost of nothing. I'm proposing: 50 base gold + (your level / 2 * (1-5)). Yeh I'm saying that it should give you 50extra gold everytime the gold bounty procs. Why? let's say that it's hard for new players to get a nice amount of gold without grinding for it (potion mastery,bounty hutner quests...). For players from lv1 to 30. Gold is a valuable resource. Especially in case they want a doom weapon or grow their dragon. I remind you that old pirate+rogue pickpokcet had a chance to give you 200 gold (If I recall correctly). Yes it's a fixed amount but it was a lot for new players. The skill now is scaled acording to your level and gold is pretty useless for high leveled players as you know. On the final note and making reference ot the last argument. I would like to request a passive for pirate. Something like "you earn 5% or 10% extra gold while using this class". I don't think you'll take this seriously because ninjas won the war but... hey pirates are all about the bootie right?
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