12-22-2016, 01:08 AM
After the Great Reckoning, curses that aren't Fellels/Plisafs took a big hit to their usefulness. In order to bring back the level of impact that we should be seeing from them, I suggest that curses be shifted from static stat reductions to percentages.
For example, Frailty of Credwa would be changed to reduce the afflicted individual's DEF and RES by 10%/20%/30% of the target's current values, instead of 2/4/6. This allows people to hinder important stats without also driving other archetypes (-12 strength on pre-GR mages) into the negatives, as we saw with the previous iterations that took away 12 from the respective stats.
Although Fellels and Plisafs are not necessarily included in this scaling change, I can only stress that they need cooldowns introduced. The 'humble fumble' is fantastic at what it does, but the sheer efficiency of the skill momentum-wise is staggering. Depending on spirits or items, you can be looking at 3, 4, or 6 attacks missing before you hit, and once you do hit you repeat this entire process. Without something like Dagger Dance, you can view this as 75%, 80%, and 85% damage reduction based on how many attacks you hit versus how many you have to whiff.
For example, Frailty of Credwa would be changed to reduce the afflicted individual's DEF and RES by 10%/20%/30% of the target's current values, instead of 2/4/6. This allows people to hinder important stats without also driving other archetypes (-12 strength on pre-GR mages) into the negatives, as we saw with the previous iterations that took away 12 from the respective stats.
Although Fellels and Plisafs are not necessarily included in this scaling change, I can only stress that they need cooldowns introduced. The 'humble fumble' is fantastic at what it does, but the sheer efficiency of the skill momentum-wise is staggering. Depending on spirits or items, you can be looking at 3, 4, or 6 attacks missing before you hit, and once you do hit you repeat this entire process. Without something like Dagger Dance, you can view this as 75%, 80%, and 85% damage reduction based on how many attacks you hit versus how many you have to whiff.