Let's talk shop about Arbalest
Well, I think we can all agree Arbalest just isn't good enough at the moment.
The class revolves around cannon skills. The idea is that you use a big aoe skill once every few rounds.
The problem with this concept in its current state is two-fold. One, the cannon skills have a big cooldown, effectively a CD of 4, or 2 with firing posture. This would not be a huge issue if these skills were particularly powerful, but at the current time, their damage is simply not that good. The scaling is high, but it doesn't really beat a spell that has ele atk scaling on top. A wind mage with air pressure can do the same damage as a blowback cannon, without cooldown. Of course, when crit comes into play, the damage of cannon skills gets fairly good. But it still just lacks a little bit of oomph.
Buster cannon's debuff is amazing. It really helps deal with tanks, but I feel like that's the only strength of the class.
Furthermore, the class has no defenses aside from a short duration buff. It ends up being quite squishy if you're not using BK main class.
Here are my suggestions:
1: Add armament weight to cannon damage
A simple but needed change. This would give the class back its identity as a weight user. I don't know why this crucial part of the class fantasy was taken out. I think Arbalest could benefit from more raw damage, and this would make... Sense
2: Make shore up 3m
This is the only skill that lets you quickly reload. It's criminal that it costs 5m. This skill has a huge cooldown so it should be no problem.
3: Make mighty wall a passive
Mighty wall should be always active, but only give 3 def/res. If the arbalest has not moved last round, make it twice as strong. Just an idea. The counterattack could be included in a skill that gives temporary DR%, not stats. These two changes would make arbalest actually feel like it has tankiness on its own.
4: Make any melee weapon usable as armament
A simple change. Why not? Shooting an axe out of a massive arbalest doesn't sound any more far fetched than shooting a rocket punch out of a cannon or a dagger from a crossbow.
5: Make arbalest as a whole work with guns and bows equally.
Rifle arb is very sad right now. Why not give guns the passives? Biggest one is the +power for heavy weapon innate, and the armor piercing.
6: New passive: active reload
Using a chain skill reduces reload time by 1. You can use chain skills while reloading
Let me know if you guys have more ideas.
Well, I think we can all agree Arbalest just isn't good enough at the moment.
The class revolves around cannon skills. The idea is that you use a big aoe skill once every few rounds.
The problem with this concept in its current state is two-fold. One, the cannon skills have a big cooldown, effectively a CD of 4, or 2 with firing posture. This would not be a huge issue if these skills were particularly powerful, but at the current time, their damage is simply not that good. The scaling is high, but it doesn't really beat a spell that has ele atk scaling on top. A wind mage with air pressure can do the same damage as a blowback cannon, without cooldown. Of course, when crit comes into play, the damage of cannon skills gets fairly good. But it still just lacks a little bit of oomph.
Buster cannon's debuff is amazing. It really helps deal with tanks, but I feel like that's the only strength of the class.
Furthermore, the class has no defenses aside from a short duration buff. It ends up being quite squishy if you're not using BK main class.
Here are my suggestions:
1: Add armament weight to cannon damage
A simple but needed change. This would give the class back its identity as a weight user. I don't know why this crucial part of the class fantasy was taken out. I think Arbalest could benefit from more raw damage, and this would make... Sense
2: Make shore up 3m
This is the only skill that lets you quickly reload. It's criminal that it costs 5m. This skill has a huge cooldown so it should be no problem.
3: Make mighty wall a passive
Mighty wall should be always active, but only give 3 def/res. If the arbalest has not moved last round, make it twice as strong. Just an idea. The counterattack could be included in a skill that gives temporary DR%, not stats. These two changes would make arbalest actually feel like it has tankiness on its own.
4: Make any melee weapon usable as armament
A simple change. Why not? Shooting an axe out of a massive arbalest doesn't sound any more far fetched than shooting a rocket punch out of a cannon or a dagger from a crossbow.
5: Make arbalest as a whole work with guns and bows equally.
Rifle arb is very sad right now. Why not give guns the passives? Biggest one is the +power for heavy weapon innate, and the armor piercing.
6: New passive: active reload
Using a chain skill reduces reload time by 1. You can use chain skills while reloading
Let me know if you guys have more ideas.