04-27-2020, 06:05 AM
As it stands, Ryeser is a gun that:
1. Runs 45% SKI 45% LUC base scaling
2. Does lightning damage
3. Removes momentum from the enemy per crit (per shot) and cannot drop them below 3M with the effect (doesn't work if they have 25%+ lightning resist)
The problem with Ryeser is that it's not too hard to stack critical rate with them, which, once paired up with any form of easy knockdown (normally Sonic Shell) it allows you to entirely remove someone's turn. Afterwards, you're fully capable of kiting them after you shoot them once again, and force them to be unable to counterplay you.
The current methods of dealing with a Ryeser:
1. Stacking a lot of critical evade.
2. Using 25% lightning resist.
3. Stacking a lot of evade (not too viable considering Magic Gunner gets a lot of hit rate in general, but still an option sometimes.)
4. Steel Aura (can get removed with Null Shell which most Ryeser users have).
The other problem is that fitting in lightning resist or critical evade, as well as -enormous- evade is not something that can be fit into most builds in a way that doesn't immensely downgrade them (not to mention Null Shell removes resistances anyway). Magic Gunners stack a lot of critical rate with Sarasha Gi and Ring of Thorns Plus, in addition to what their other class may provide them in that regard. Combined with large hit rate, you can likely easily see how this becomes an issue.
The reason why I consider this to be bad for the game is because you're essentially preventing the other person from playing the game for several rounds if you feel like doing it with Ryesers. On the other hand, I wouldn't like for this gun to be completely useless. I have been on both ends of using a Ryeser and dealing against it, and frankly neither side is fun (at least to me).
Ryeser's worst offender is when it's paired up with Thunder Drive + Sonic Shell.
My propositions:
A) Making Ryeser inflict a status on critical that drops your momentum by LV and has 1 duration. Once it goes away, you gain an immunity status for it that dons 2 duration (CANNOT BE REMOVED BY DISPEL EFFECTS/DOES NOT LAST UNTIL YOUR NEXT TURN) so there is an universal window of counterplay. The 3M minimum clause should still be a thing here.
B) Making Ryeser not drop enemies below 6M with its effect. This makes it so when paired up with knockdown it doesn't instantly remove another person's turn.
C) Dropping Ryeser's Accuracy by a significant margin. Probably -10 or -15 hit.
These are ideas, but my personal choice is Option A, since it keeps the utility of Ryesers while allowing people to play the game still.
1. Runs 45% SKI 45% LUC base scaling
2. Does lightning damage
3. Removes momentum from the enemy per crit (per shot) and cannot drop them below 3M with the effect (doesn't work if they have 25%+ lightning resist)
The problem with Ryeser is that it's not too hard to stack critical rate with them, which, once paired up with any form of easy knockdown (normally Sonic Shell) it allows you to entirely remove someone's turn. Afterwards, you're fully capable of kiting them after you shoot them once again, and force them to be unable to counterplay you.
The current methods of dealing with a Ryeser:
1. Stacking a lot of critical evade.
2. Using 25% lightning resist.
3. Stacking a lot of evade (not too viable considering Magic Gunner gets a lot of hit rate in general, but still an option sometimes.)
4. Steel Aura (can get removed with Null Shell which most Ryeser users have).
The other problem is that fitting in lightning resist or critical evade, as well as -enormous- evade is not something that can be fit into most builds in a way that doesn't immensely downgrade them (not to mention Null Shell removes resistances anyway). Magic Gunners stack a lot of critical rate with Sarasha Gi and Ring of Thorns Plus, in addition to what their other class may provide them in that regard. Combined with large hit rate, you can likely easily see how this becomes an issue.
The reason why I consider this to be bad for the game is because you're essentially preventing the other person from playing the game for several rounds if you feel like doing it with Ryesers. On the other hand, I wouldn't like for this gun to be completely useless. I have been on both ends of using a Ryeser and dealing against it, and frankly neither side is fun (at least to me).
Ryeser's worst offender is when it's paired up with Thunder Drive + Sonic Shell.
My propositions:
A) Making Ryeser inflict a status on critical that drops your momentum by LV and has 1 duration. Once it goes away, you gain an immunity status for it that dons 2 duration (CANNOT BE REMOVED BY DISPEL EFFECTS/DOES NOT LAST UNTIL YOUR NEXT TURN) so there is an universal window of counterplay. The 3M minimum clause should still be a thing here.
B) Making Ryeser not drop enemies below 6M with its effect. This makes it so when paired up with knockdown it doesn't instantly remove another person's turn.
C) Dropping Ryeser's Accuracy by a significant margin. Probably -10 or -15 hit.
These are ideas, but my personal choice is Option A, since it keeps the utility of Ryesers while allowing people to play the game still.