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White Spirit Bonuses
#7
-Loss of spirit on relog is likely to counteract Spell Snatch's boost, especially in the middle of a scene (No, I would not let people suddenly go OOC just so they can regain a spirit like that)
-Overload's damage-per-stat scaling is not that linear, and should not provide a higher bonus at rank 6
-Fast Offense would only be able to move -> attack -> skill, assuming the first offensive action does not hit a Resist
-One versus One does not work that way
-Shine Knights still have to deal with the reduced scaling on stats past softcap

Let's not forget that alongside Spirits going away on relog, having any single spirit will enable both Antithesis and Holy to work against the user, and the latter gets a substantial bonus from Devotion's 'Divine Sign'. From all my time tinkering with skills past the rank caps, I can tell you that beyond the potential for gaining momentum, not one of these boosts alone is worth the substantial damage boost you're providing to your enemies, especially when Holy's going to be seeing a lot more use if spirits become popular.

That being said, I would adjust Gradient Blur to where it only sets Stance costs to 0m, assuming that Gradient Blur currently just subtracts from the momentum cost. Beyond that, however, I see no immediate reason to stomp these out before they get out of the Beta server.


P.S. "Provide an extra SP" will likely create a bigger headache for Dev, since again, these spirits go away when you log off.
[Image: a2794117f3.png]
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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