04-27-2020, 08:02 PM
Ghost is one of the best, if not the best class in the game currently. The class has a mix of everything that makes it very powerful in itself and that has been the case since the Ghost rework last year. While it made the class better in general, it also made it a bit overtuned with the gameplay changes in some skills. Thanks to that, much like many people before me, I decided to create yet another thread about the class, with nerfs to certain skills, and buffs to other ones that are simply overlooked currently.
These changes are simply suggestions for discussion and can be used as ideas and have the numbers tweaked should Dev feel like it.
These changes are simply suggestions for discussion and can be used as ideas and have the numbers tweaked should Dev feel like it.
Quote:Claret Call
-Clause about Claret Call's maximum level based on Ghost's level + 5 removed.
-Maximum Claret Call LV lowered to 20 for non-destiny Ghosts and 30 for destinied Ghosts.
Claret Call is easily one of the best things of being a Ghost in pratically every class combo there is. The flat damage bonus it provides it simply too high and too good. It can be very easily stacked upon by using physical multihit skills (Mad Chop, Elemental Rave, Thousand Stabs as a few examples as well as other sources) and becomes way worse later on, thanks to Rising Game.
As of now, Non-Destiny Ghosts can reach LV 40 and Destiny Ghosts can reach LV 55. Lowering the max it can get should make it more balanced.
As of now, Non-Destiny Ghosts can reach LV 40 and Destiny Ghosts can reach LV 55. Lowering the max it can get should make it more balanced.
Quote:Sanguine Star
-Momentum cost brought back to 3M.
Back when Ghost's rework released, Sanguine Star was very powerful. 175% total scaling on an AoE was very much nuts and was quite abused pretty early. That stopped until the skill had it's scaling nerfed and cost increased to 4AM. The thing is, the skill only needed a scaling nerf, not a cost nerf. 4M skills don't often mix well with classes like Duelist due to Fleur and is simply good if given to big attacks like Eclair Lacroix and Lance de Lion, which also has lengthy cooldowns.
Bringing the cost back to 3M should make it more used.
Bringing the cost back to 3M should make it more used.
Quote:Reaper Scythe
-Scaling lowered to 140% at max rank.
As much as I love axes, Reaper Scythe is a very unbalanced skill, who gained even more popularity with the current meta. While it has a very funky range, it's easily dealt with by using mobile classes like Firebird or doing a combo with Repel. 180% total scaling for a skill that can hit multiple targets, deal magical damage (which is harder to resist without the right classes) and having guard break if the enemy has Claret Call on him is very over the top.
Reducing the scaling of the skill to match Sanguine Star will make it more balanced.
Reducing the scaling of the skill to match Sanguine Star will make it more balanced.
Quote:Rebound
-FP absorption removed.
Ghost has already alot on their plate, and while I believe they should have some sort of health sustain due to some skills costing HP to cast, FP doesn't make much sense in that regard.
Quote:Death Gaze
-Fear requirement removed.
Death Gaze is a skill that's been forgotten every since before Ghost's rework, and the situation remains the same. While it's easy to inflict Fear to the opponent with Haunting, it's still very much not worth to grab with all these requirements on top of each other. Dark being a commonly resisted element on top of removing CC and giving the target the Unmarked buff for two turns is more than enough. Not to mention this skill is very much useless against Shaitans currently.
Quote:Wraithguard
-Damage reduction provided by Wraithguard based on the armor of the user (10% for Heavy Armor, 20% for Light Armor, 30% for Unarmored or No Bonus for Heavy Armor, 15% for Light Armor and 30% for Unarmored.) OR Damage reduction only be active if the user is within 3-5 tiles from the Wraithguard.
Even with the change to Gravestone, WG is still very much all-powerful. And the current strategy is to place it in a corner while you charge forward towards your opponent, gaining 30% DR for good part of the fight. Not only this strategy is straight out boring, but also there's no advantage to the opponent. He's either forced to waste a turn killing it, which could potentially leave you open for attacks or deal with someone that barely takes damage.
Either lowering the DR given based on the armor you're using or making it only active if you're within the range would be good changes.
Either lowering the DR given based on the armor you're using or making it only active if you're within the range would be good changes.
Quote:Blood Spike
-HP cost increased to 10% OR Scaling reduced.
It deals more damage than Scarlet Twister due to lacking utility, sure, but it still deals alot of damage despite of it. SKI and VIT are very common stats to be built upon and silence is simply not as frequent as it was before, save Hexers and Archers with Nightflower. It applies Claret twice, it can apply Hunted from Bloody Palms, it's AoE and it's two different stances of magic damage.
Giving the user more ouchies or reducing the damage should be the ideal here.
Giving the user more ouchies or reducing the damage should be the ideal here.