05-30-2020, 11:30 AM
So, with the new meta coming about, everything seems a lot different now. While Dev nailed some of the problems and made some class a lot more bearable, some nerfs were a little too much.
This nerfs I'm talking about is over-killing silence. Yes, he did target some of the heavy hitting that make running mages unfun but some other stuff got hit in the crossfire.
Now, let's just say we don't have a crazy amount of ways to stop a mage without praying to your god.
Fun statements aside, I believe some methods of silence are needed for some classes. From what I'm witnessing, the meta has come down to which mage has a conscience from which can burst down X target within a turn or two. While this isn't exactly bad? It forces and murders a lot of different play-styles as well as builds.
Add an Impure element bonus to the mix to add salt to the wound.
How to fix it? The return of SOME silence as well as a small adjustment to the talent!
Sonic Shell: Why do we need this back? While inflict checks are always a thing, people that stacks resistance is as well. It's not often someone with 200 status resistance will suffer at all from said silence. Due to the customize tomes, those who build this way will not be losing too much power or be punished too much for it. What to do? Simple! The problem with Sonic shell before was the fact that if someone had crit twice, that was it, they're unable to use magic. Instead of that, just like Ranger, tie their silence to overcharge (It replace Confusion with Silence if overcharged.). Whereas it will force the Magic gunner to decide if they wish to shut down the usage of other shells or not.
Sonic Arrow: This still silence! Yes but the risk to get that silence going is a bit too high. Not only if it an Inflict check, whether they were successful or failed is where the problem lays. If they fail, not only are they put on a CD which locks them off from other ranger Annorum skills, the entire attempt would be in vain. Suggestion? Simple, If the odds failed, it does not consume the Annorum status but put the skill itself on a 1-2 round CD. Perhaps a bonus? Each rank increase the percent of status inflict it allows.
Drowned Woman: While the youkai itself can be helpful, her range is not that good and nothing is really stopping a mage from deleting her from the battlefield the moment she is summoned or before she even gets into range. How to fix this? Grant the summoners to the ability to silence again with her skill, however, change the condition of the inflict check whereas the chance could be Drown's level plus the user's will added onto half the user's inflict.
Death Glare: This is one of Ghost's forgotten skills. The condition needed for this is both CC and fear. While getting fear off is easy against most, if the mage is aware of what you're doing, they will merely prevent you from haunting behind them. This hurts even more against a Shaitan mage as it's impossible to even use this skill then. Suggestion? While the unmarking is already crippling, I'd suggest removing the fear requirement and instead allow the silence if they've reached a certain about of CC level (Like 3-5 and up)
Invocation talent: With the nerf of silence which indirectly buff mages, it seems the rise of mages has become a common thing. While I myself have abused this new wave as well as helping others, I can't help exactly bat my eye at what I've been seeing recently. Invocation spells are on the rise however they also seem to be putting battles on a timer. Especially if they're using something like charge mind. All the current classes that grant silence are a bit risky except Black bolt which can't be used that often. If they fail to reach the condition needed to inflict silence, that's game over. How to fix this? This suggestion I've seen a few months ago however I'll mention it now; the adjustment of the talent whereas there will always be a chance someone breaks Invocation base on the damage they've obtained. So instead of 1-100%, it would be 1-80%.
Bonus: With the methods mention above except the talent, I'd also like to suggest a silence immunity of 2 rounds(?) once their effect wears off to avoid back to back silence.
I'd like to hear what the others have to say to this.
This nerfs I'm talking about is over-killing silence. Yes, he did target some of the heavy hitting that make running mages unfun but some other stuff got hit in the crossfire.
Now, let's just say we don't have a crazy amount of ways to stop a mage without praying to your god.
Fun statements aside, I believe some methods of silence are needed for some classes. From what I'm witnessing, the meta has come down to which mage has a conscience from which can burst down X target within a turn or two. While this isn't exactly bad? It forces and murders a lot of different play-styles as well as builds.
Add an Impure element bonus to the mix to add salt to the wound.
How to fix it? The return of SOME silence as well as a small adjustment to the talent!
Sonic Shell: Why do we need this back? While inflict checks are always a thing, people that stacks resistance is as well. It's not often someone with 200 status resistance will suffer at all from said silence. Due to the customize tomes, those who build this way will not be losing too much power or be punished too much for it. What to do? Simple! The problem with Sonic shell before was the fact that if someone had crit twice, that was it, they're unable to use magic. Instead of that, just like Ranger, tie their silence to overcharge (It replace Confusion with Silence if overcharged.). Whereas it will force the Magic gunner to decide if they wish to shut down the usage of other shells or not.
Sonic Arrow: This still silence! Yes but the risk to get that silence going is a bit too high. Not only if it an Inflict check, whether they were successful or failed is where the problem lays. If they fail, not only are they put on a CD which locks them off from other ranger Annorum skills, the entire attempt would be in vain. Suggestion? Simple, If the odds failed, it does not consume the Annorum status but put the skill itself on a 1-2 round CD. Perhaps a bonus? Each rank increase the percent of status inflict it allows.
Drowned Woman: While the youkai itself can be helpful, her range is not that good and nothing is really stopping a mage from deleting her from the battlefield the moment she is summoned or before she even gets into range. How to fix this? Grant the summoners to the ability to silence again with her skill, however, change the condition of the inflict check whereas the chance could be Drown's level plus the user's will added onto half the user's inflict.
Death Glare: This is one of Ghost's forgotten skills. The condition needed for this is both CC and fear. While getting fear off is easy against most, if the mage is aware of what you're doing, they will merely prevent you from haunting behind them. This hurts even more against a Shaitan mage as it's impossible to even use this skill then. Suggestion? While the unmarking is already crippling, I'd suggest removing the fear requirement and instead allow the silence if they've reached a certain about of CC level (Like 3-5 and up)
Invocation talent: With the nerf of silence which indirectly buff mages, it seems the rise of mages has become a common thing. While I myself have abused this new wave as well as helping others, I can't help exactly bat my eye at what I've been seeing recently. Invocation spells are on the rise however they also seem to be putting battles on a timer. Especially if they're using something like charge mind. All the current classes that grant silence are a bit risky except Black bolt which can't be used that often. If they fail to reach the condition needed to inflict silence, that's game over. How to fix this? This suggestion I've seen a few months ago however I'll mention it now; the adjustment of the talent whereas there will always be a chance someone breaks Invocation base on the damage they've obtained. So instead of 1-100%, it would be 1-80%.
Bonus: With the methods mention above except the talent, I'd also like to suggest a silence immunity of 2 rounds(?) once their effect wears off to avoid back to back silence.
I'd like to hear what the others have to say to this.