Class Balancing: Archer and Magic Gunner - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: Balance Fu (https://neus-projects.net/forums/forumdisplay.php?fid=11) +--- Thread: Class Balancing: Archer and Magic Gunner (/showthread.php?tid=2259) |
Class Balancing: Archer and Magic Gunner - Kameron8 - 01-20-2016 This is the second thread on rebalancing the classes currently in the game. I have discussed these ideas with several people, and these threads are the things we all agreed on. This thread covers Archer. 1. Cripple Arm now only removes access to the subweapon slot on a critical strike. Cripple leg only causes the target to lose Move on a critical strike. The stat subtractions for str/ski and cel apply even if it does not critically strike. Justification: 2. Longdraw and Gust Arrows no longer stacks together. Justification: 3. Fortune Wind dodge bonus is capped at Rank * 10 evade. Justification: 4. Sonic Shell no longer inflicts hesitation. Instead, its shell effect is "Deal Shell Power * 2 unresistable Sound damage." Furthermore, its overcharge effect changes in two ways: First, the area of effect sound damage is no longer unresistable -- the target's Resistance stat will lower the damage taken. Secondly, the Knockdown effect will only effect the primary target shot. It will not knockdown in an Area. Justification: Re: Class Balancing: Archer and Magic Gunner - Soapy - 01-20-2016 Agreed, and maybe the Longdraw/Gust Arrows thing will make someone actually use the other arrows. Re: Class Balancing: Archer and Magic Gunner - Tsundere - 01-20-2016 Completely agree, particularly about sonic shell, which has shut literally everybody it can hit down for too long now. Re: Class Balancing: Archer and Magic Gunner - Rendar - 01-20-2016 I'm down for this. Re: Class Balancing: Archer and Magic Gunner - Autumn - 01-20-2016 I have had a problem with Sonic Shell ever since I found out it was a thing, please for the love of god Re: Class Balancing: Archer and Magic Gunner - Ranylyn - 01-20-2016 I'll throw in my support as well. No one likes not being able to fight back. Re: Class Balancing: Archer and Magic Gunner - Chaos - 01-21-2016 #1: Cripple Leg already faces adversity from movement skills and Cleanse Body, so there's no reason to make a skill with enough workarounds even worse. I'm not too convinced on making Cripple Arm only half-effective against the very people it's made to work best against. #2: I don't see anything wrong with this nerf. #3: As long as it doesn't nerf the damage part, sure. #4: To be honest, I'd like to see One Overcharge become Main Class and see how it works from there first. Re: Class Balancing: Archer and Magic Gunner - Rendar - 01-21-2016 >One overcharge becoming main class. How about let's not nerf single shot gunners to becoming a joke. Gunners should get options, don't apply it to things that shouldn't. Re: Class Balancing: Archer and Magic Gunner - Chaos - 01-21-2016 "[url=http://www.neus-projects.net/viewtopic.php?p=11741#p11741 Wrote:Rendar ยป Wed Jan 20, 2016 10:10 pm[/url]"]>One overcharge becoming main class.Then please explain to me how it would become a 'joke' if One Overcharge got the Main Class restriction. Re: Class Balancing: Archer and Magic Gunner - Rendar - 01-21-2016 Because then what is the point of using a single shot gun compared to a multi shot gun? Multi Shot guns would get the same bonus as the single shot, and get to apply their basic effect numerous times. They would also benefit more from thunder drive (or whatever it's name is), to get their bonus shell effect every single turn. They run into a few counters (namely the hard counters in the form of "fuck you gunners" that are pushing to be nerfed. A single shot gunner would get all the negatives of being a single shot gun, but none of the current benefits that were given to single-shot gunners to make them actually work properly and look decent on paper. |