05-17-2017, 07:27 AM
Sacred Art aside, I think the Kensei Offensive Skills in general could use some bumping up and additional functions due to them being somewhat outdated compared to others and I find Kensei doesn't have as much synergy as other "combo" classes.
So here's what I'd like to suggest:
First, an overall damage scaling change from 75% WPN ATK at Rank 1 / 115% WPN ATK at Rank 5 -> 100% WPN ATK at Rank 1 / 120% WPN ATK at Rank 5.
This is mostly because Kensei skills are quite weak early on, so much so that I don't think it's worth getting any of them at a low Rank which would help cut down the SP costs of the class.
Secondly, some more specific changes to skills to help make them more interesting and introduce some more synergy with the other skills.
Kagekiri:
- Increased line width (like Peddling Wheel has)
- Applies a -DEF debuff for 3 Rounds (-Rank DEF, doubled for enemies in the direct path)
Hirazuki:
- Applies pierce Lingering Damage (Rank*5) for 3 Rounds.
Toiken:
- Area of effect changing to an empty Circle shape.
- Area of effect becomes a full Circle while Airborne.
Raijinken:
- Can be used to target empty spaces, using it without targeting an enemy refunds 2 Momentum.
- Raijinken affects enemies previously struck by Kagekiri in the same round, damaging and sending them Airborne.
- Raijinken deals 25% additional damage if used on an enemy struck by Hirazuki in the same round.
Sharenzan:
- No other changes.
Wazabane:
- Can target enemies from a distance (based on Rank) while you are Airborne, targeting a distant enemy moves you beside them before attacking.
So here's what I'd like to suggest:
First, an overall damage scaling change from 75% WPN ATK at Rank 1 / 115% WPN ATK at Rank 5 -> 100% WPN ATK at Rank 1 / 120% WPN ATK at Rank 5.
This is mostly because Kensei skills are quite weak early on, so much so that I don't think it's worth getting any of them at a low Rank which would help cut down the SP costs of the class.
Secondly, some more specific changes to skills to help make them more interesting and introduce some more synergy with the other skills.
Kagekiri:
- Increased line width (like Peddling Wheel has)
- Applies a -DEF debuff for 3 Rounds (-Rank DEF, doubled for enemies in the direct path)
Quote:Kagekiri is a rather boring skill and suffers from being often disregarded due to it having only minor benefits over Sidecut, which is that you can adjust the line and that it's an autohit skill but it's typically better to just stick with Sidecut and spend the SP elsewhere.
To help it along, I think it should have a larger area of effect, as well as having the ability to reduce DEF so there's more instances where it can be useful, even if it's as an opening skill to reduce DEF and a new synergy (which I've listed below with Raijinken).
Hirazuki:
- Applies pierce Lingering Damage (Rank*5) for 3 Rounds.
Quote:Hirazuki isn't as bad off as Kagekiri in my opinion since it has some unique quirks to it like carrying enemies along it and dealing Pierce damage instead of Slash. Though it does seem to be lacking a little bit of punch after nerfs to former synergies (off-hand spear with a Hooked Spearhead comes to mind.)
I think just the bonus effect will do, as well as a new synergy (again with Raijinken listed below).
Toiken:
- Area of effect changing to an empty Circle shape.
- Area of effect becomes a full Circle while Airborne.
Quote:While the area of effect is certainly unique, often I find it just not useful, especially when in most cases I can use Crystal Rose instead to affect more enemies.
I think changing it to a Circle area makes it immediately more useful (while retaining the ability to scale the size). And with the new Airborne synergy, it'll become immensely more usable.
Raijinken:
- Can be used to target empty spaces, using it without targeting an enemy refunds 2 Momentum.
- Raijinken affects enemies previously struck by Kagekiri in the same round, damaging and sending them Airborne.
- Raijinken deals 25% additional damage if used on an enemy struck by Hirazuki in the same round.
Quote:I like Raijinken but frankly it doesn't offer as much utility as I'd like, only really mixing with Sharenzan. However with this change, I believe it would be a key skill to Kensei combos.
Being able to use it without targeting an enemy for reduced Momentum Cost allows the Kensei to become Airborne for 1M without use of an item or another class, allowing Kensei to use Wazabane to full effectiveness and the new Toiken synergy idea for a reliable Kensei based AoE attack, making this a great opening skill in general.
Furthermore, with the synergies between Kagekiri and Hirazuki, this also becomes a nice follow-up attack.
This might make it feel a little too necessary for combos but I think it would make Raijinken a very nice skill indeed.
Sharenzan:
- No other changes.
Quote:I think it just needs a damage bump up like the other skills do. It's already a nice skill that has clear synergy and uses.
Wazabane:
- Can target enemies from a distance (based on Rank) while you are Airborne, targeting a distant enemy moves you beside them before attacking.
Quote:While perhaps not as necessary, I think it would be a nice addition that adds another movement option for Kensei. This along with the change to Raijinken would make for more usage.