Helpful Kensei Tweaks - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: Suggestions (https://neus-projects.net/forums/forumdisplay.php?fid=7) +--- Thread: Helpful Kensei Tweaks (/showthread.php?tid=6384) |
Helpful Kensei Tweaks - Autumn - 08-25-2019 To start off on the right foot, I don't exactly think that Kensei is in too weak of a spot at the current moment, but that is largely due to how good Duelist is as a base class in order to carry the sub-class itself. Currently I can just list Kensei as the duelist that uses katanas worse than Ghost would, except it has autohits (that are situationally worse than Ghost's.) Kensei's unique identity currently is the katana skills that are unique to it, but the build path for basic attacking and autohitting are very different, while a basic attack build CAN autohit its typically not very worthwhile unless you're met with an opponent with so much crit evade you have no hope of dealing any additional damage. (Even then basic attack weapons boast on-hits in order to supplement this.) I think that there are a few things to add to kensei that give incentive to play it in the way that seems to be intended, and changes to make to some currently less useful skills it has currently. Here is what I currently dislike about Kensei: Quote:-Very little to offer for reliable consistent AoE, its current AoE that isn't straight line based is currently on Toiken which can be unruly to aim and Rajinken which is based on a Kensei combo effect, which is harder to pull off multiple times in a fight. Here I have listed a bunch of ideas I'd hope to have shared and possibly looked over and implemented in some fashion, I went over each of the skills and hopefully nailed down some ideas that might cover over some frustrations that at least I currently have about Kensei. New Skill ideas: As usual thanks for reading and possible consideration, I'd like to hear feedback if any is to be had. Re: Helpful Kensei Tweaks - Raigen.Convict - 08-25-2019 I support 100% of this thread, yes please I've played my Kensei and felt the same exact way. Lingering damage is such a rare status and generally sounds really cool for Kensei to do this, so in case say, someone kites you. Having struck them is still a reward so you can close in while they still take damage. (only stupid thing with this I can see is Kensei + Ghost stacking up claret call like no tomorrow thanks to lingering damage.) Re: Helpful Kensei Tweaks - Fern - 08-25-2019 I like most of these. Just an idea, but Hissatsu's animation could be the screen fading to black with a single slash animation before it turns back to normal. It could probably have the silhouette with the red screen from Soaring Spear too. Re: Helpful Kensei Tweaks - Grandpa - 08-25-2019 These all sound great to me, the only problem I have really is that Hissatsu would likely just be another skill abused by the whole "wazabane -> anything else" tactic. Also, I think Absolute Pace should trigger on Evasion procs in addition to as it is now. I think reducing enemy hit is a bit iffy, given how bad Kensei was about that before. Re: Helpful Kensei Tweaks - Autumn - 08-25-2019 I will agree that currently Wazabane's only good use is keeping it solely at rank 1 to proc Kenki and sacred art for a reliably low FP cost, but at the very least it would require all 3 statuses to be active, so you'd need to land Toiken/Rajinken AND Kagekiri/Hirazuki in succession, each of these statuses last 3 rounds too so it might be hard to pull it off without a controlled method, so at minimum the cooldown on the skill would be at least 2 rounds, if not 3 rounds. But perhaps the best method is actually giving it a hard cooldown as well, otherwise I think it'd be fine overall given its requirement on statuses that can be reliably purged, especially by BK. Re: Helpful Kensei Tweaks - Lolzytripd - 08-26-2019 I would like to argue the point of making sheathsword a minimum 1m skill with scaling effects based on how much momentum was used. example 1m procs the hidden cuts 2m grants the bonuses on next turn 3m grants the quickdraw status 4m grants quickdraw to your flanks 5m+ grants quickdraw all sides. |