FallenAngel
Friendly!
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Not sure if the devs watch this thread anymore(Ash, you there? xD), but in case they do I want to point out something that always bugged me. Cryptic, effectively, is a class that(even more than Rogue, which it builds on) is all about the crits. Before the last big engine update, when people still had crit percentages pushing 80, both its passive(to some degree) and its Stealth skill were devalued because everyone stacked crit and you'd max out from the passive alone before even using Stealth. Now that gear crit has(thankfully) been cut in half, the problems with Paranoia and Stealth have been alleviated. Even if you go for those 80 crit again(as an example, I haven't combed through all gear to see the exact number you could theoretically get to, but that should be a decent ballpark number for offensively oriented max level players), that's gonna be 40% and still leaves room for full Paranoia stacks(+25%) as well as Stealth(+30%). However(and here we come to what's always bugged me)...there's still Mental Assassination with its built-in 100% crit, when everything else in the class' design opposes this... As the Cryptic's Paranoia grows(heh) and he activates Stealth, his crit% will naturally reach lofty heights(90+), a skill with built-in 100% crit is highly counterintuitive on a class like that since you basically gain next to nothing from that 100% crit chance. Ah, but now you say "It's obviously intended to be a turn 1 nuke while you're still at lower crit rate!". Well, no...I don't believe it was supposed to be that. The name, Mental Assassination, combined with the animation of carefully mind-probing your enemy before sniping him with a psychokinetic laser(still one of my favorite animations in the game btw) does not scream "quick and dirty 1st turn nuke" to me. Nor does the fact that the skill builds on the Paranoia passive to become stronger. No, I believe it was fully intended to be a skill you build up to for several turns and then finish with a big damage blast. Unfortunately, as is, that's not the case. If your Paranoia is maxed and you are in Stealth, simply using Rapid(a 2 turn cooldown move) does an average of(let's assume 40% base crit here, as above, +25% from Paranoia and +30% from Stealth for 90% total) 350*1.95 = 682.5% How about Mental Assassination? 325% for max Paranoia stacks *2 for guaranteed crit = 650% Yeah. Oh and it clears your Paranoia stacks so your next couple turns your effective damage will drop even more. Doesn't sound half as awesome as the animation made it look, right? As is, against bosses it's only useful to use it on turn 1 and then just build Paranoia, never using it again(should the fight last long enough that you could...the thing has a whopping 14 turn cooldown)) and I think that's a terrible waste of the skill's potential. In my opinion, to bring the skill closer to its intended purpose(or at least what I think its purpose was intended to be ^^;), the 100% crit should be completely cut(as explained, the class gets enough crit from its other features, no need to put +crit% on the "final" skill, much less make it +100%) and the base damage numbers adjusted to turn it into a worthwhile nuke(or rather Assassination) to build up to. I'm proposing(to have a base to talk about, obviously it doesn't have to be these exact numbers): 0 charges: 350% 1 charge: 380% 2 charges: 410% 3 charges: 440% 4 charges: 470% 5 charges: 500% (if that seems like a lot, keep in mind Riftwalker has a 440% skill with no prerequisite skills or buildup on a 4 turn cooldown) This means the class would lose some one-turn-win potential(0 charges MA under old numbers is 250% with guranteed crit for 500% effective), but that's the Rfitwalker's niche anyway(and Throw is so lightning fast compared to MA that even going to 2 turns against certain monsters shouldn't hurt too much, farming time wise) but gain an actual Assassination skill(that you can build your Paranoia for and then enter into Stealth, using all of your class' synergy to maximize that one attack) that does the name proud.
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