Sapphire
Member
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quote:
1) Let's try to explore the "Ranger identity", whether it's a Dragoon (Spear user) or Archer (Bow user.) Would you prefer to lean into the Status Infliction? Or do you envision a Ranger being more... inconsistent, somehow, with high highs and low lows. A. Rangers = 100 Proc Bows, Defensive armors as a result, and High Status Inflict Rates. High Random Damage. Default LS Rate by half, Damage by 1.5. B "Rogues" ->Same Build as Rangers, but offensive-> Uses Standard Ranged. Standard Ranged weapons get different stat attributes compared to 100 Proc Bows. These are offensive Ranged users. Both Weapons focus on STRONGER THAN NORMAL STATUS AFFECTS, which is why you gain the +5 Potency based on Dex training. Ranged Weapon based status effects will need a balance standard redesign, with higher than normal inflict *and* more powerful effects. Maybe 10-15% stronger. C. Ranged Weapon Stat bonus *has to have* an Int decreaser. Mages shouldn't be allowed to use these with the same efficiency. Unnecessary comment removed ~ Ward quote:
2) Let's compare apples to apples. A mage can invest in DEX and get a number of benefits, I get that, but is it worth gaining 25% melee per turn, but giving up the benefits of CHA/LUK? Compare 'Primary Stats' with other 'Primary Stats', and compare 'Secondary Stats' to other 'Secondary Stats' Relook at point C above. There's no reason for a Mage to use a Magic weapon. Edited for tone~ Ward ByeBye warriors no matter the "fix" for them. Horrible idea to give Mages +25% melee per 16 turns, or Beastmages every turn. Int/Dex/Char will be crazy good. Why be a warrior, or even a regular mage then? quote:
3) DEX is probably doing a little too much and this makes Strength a little weak in comparison. Let's deal with this. Get out of the "X was intended for Y" business and think outside the box. The only answer here is Str/6 per turn (approx 41) SP Regen on top of the standard. No need to adjust SP skill costs. This gives Warriors an extra skill-cast every 10 turns over Rangers. That's going to be the only answer. Collecting feedback after some tests would be good. Edited for tone ~ Ward ------------------------------ Other issues/Reiterations ------------------------------ 1. END builds gained more than Healing and status resist, they gained huge swatchs more BTH. Backlash's #1 drawback, lack of BTH, gained it. No more drawbacks. Unnecessary comment removed ~ Ward A. Change BTH to MainStat/8+Luck/20. Reduces End builds BTH (the big drawback) and increases lucks newfound pigeonholed pointless to train status at least a little 2. Luck is the worst stat by far now. It got stepped on for status resist and status inflict, and worse than people realize. Luck's "help" is always Luck vs Luck, so 250 vs 250 is a wash. Status Potency and resist for Dex/End is an always Add-on, no matter the result. A. Luck did get the blocking increase, but needs the above aforementioned change to BTH to push it in a more balanced state of affairs. You have to remember, hypercrit and interactions with red server cap/crown will be fixed, and the current taking advantage of it will die. There's already other aspects of Lucky Strikes that exist and are planned for it's removal. Please review this oversight. 3. Ranged Damage should be Dex/8-Int/ At LEAST 16, if not 8. Unnecessary comment removed ~ Ward Edited for tone. Please engage in debate with a kinder tone. ~ Ward
< Message edited by Ward_Point -- 3/22/2022 23:01:08 >
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