Ash -> RE: =DF= Pirate/Dread Pirate Armor Discussion Thread (3/24/2015 18:59:06)
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"men this class needs... why I can't have this thing for those cases so I can use this armor for everything instead of..." I found your problem. :P Not every class is going to be able to do everything nor are all supposed to have "even" effects and cooldowns across skills. A defensive class for example is going to get more defensive perks than a hybrid or offensive class. If that's the point of the tweaks you all want then I'm gonna go out and say "no" immediately. quote:
But hey I also remember comments from you like: "Play around with the class this weekend before complaining or... Wait till I post the skill breakdown before..." I do say that, because when people do play around with it and don't focus on the math then they usually have more fun with the class and find issues with it. If they notice something while playing around with it NOT focusing on the math, I'm more keen to want to adjust it rather than "X class had this so why can't pirate?". For example the Potion complaint on Plunder. That's coming from multiple people who aren't paying attention to the math. That I'm going to adjust so that potions drop more often. The "I want more damage!" complaints? I'm taking those with a grain of salt because everyone wants more damage and effects and ignores the fact that not everything gets massive rawk kill you damage. quote:
Oh btw, for the future revamps. Could you post the skill cooldowns and mana costs? Maybe you don't do it so people is forced to test it instead of doing "paper math" but I think it would be useful anyways. I usually take those off but I can leave them on for AoT since it should be next. Mainly it's just to cut down on clutter since it's easy to see those in game, the effects and damage aren't as easy to see sometimes. quote:
lock fury of the sea to water and increase damage. Also, increase the damage boost. No. I already adjusted it and it will roll out most likely tomorrow. It's not getting adjusted again nor ele locked. quote:
Give Lime-aid a "prevents scurvy" effect (+10 all resist)? Heal + HoT is the most it's getting. quote:
increase damage on crit move, and raise cost. Raising the cost isn't a blanket fix for "more damage." quote:
lower damage on cannon, and give it a "burning" DoT. You're smacking the foe with a cannon ball not lighting it on fire. Why should it get a DoT? If you had suggested a % chance to stun because it knocked them off balance and/ord dazed them yeah that would fit. If you asked for a -M/P/M because it "dented" their armor, yeah. Getting smacked in the face with a cannon ball does a lot more than just bloodying your nose for a DoT. quote:
Make the chance of stealing gold from plunder get lower as the character levels. So maybe the chance for gold stealing could be (100 - playerLevel)/2? Also, I'll just state this, but I'm in favor of removing the gold stealing at least for players above a certain cutoff. The chance will go down across the board. I'm buffing its potion attempt chance unless your capped. quote:
lower cooldown on plunder so it can actually be used for sustain. Maybe a 10 turn cooldown? A high cost would be fine since it has a chance of grabbing mana pots. Heck even 5 turn cd with like 75 mana cost would be fine. That's not the point of the skill. It's to stock up on the WAY to the boss, not to self sustain IN the boss fight. You can pull one potion usually in a boss fight but that's all it's meant to do there, top you off. Your sustain is Lime-aid once you have your potions. quote:
backstab is currently too expensive. I tested it, and I got 3 misses on the monster in 3 turns of the effect. I dealt 54 damage for 25 mana... worth it? It's free damage, on a turn when you wouldn't take any. That's counted as "reflect" damage and takes the appropriate penalty. Cover of thorns, the skill this is based on costs 28 mana and reflects 25% of the opponents damage. That's simultaneously useless on most monsters since it won't really reflect much at all and insane on certain bosses. With Backstab you're dealing a quantifiable amount back every miss, which if you're using it during the right combo pulls off extra damage per turn that wouldn't have been there if you hadn't. quote:
I agree with the idea that potions should come more often when your not capped at 4-4 as they seemed a little rare (though that may have been rng). I might up the cap to 5-5 along with the shift towards more potions. Still seeing what that would do cost wise along with survivability wise over a 20 turn boss fight. Since 4 total potions at max training is (I'm rounding down here) ~2400 HP and ~1000 MP over the course of a fight. (which no one is taking into account when they look at the classes survivability I might add which is why it's not doing higher damage or has even stronger effects) When I finally get MP training fixed and adjust the amounts that MP potions heal to around 500 at "max" that's 2000 MP that you can have with no issues. I'm not sure if giving you 5 is alright. quote:
Overall not one of the strongest classes but feels like it would be a perfect steeping stone between the base classes and something like deathknight. Exactly the point. It's usable even if you don't want to upgrade but it's a middle point between Tier 1 and Tier 3. That's the point of a Tier 2, to be in the middle.
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