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Basic Attack fix's impact
#21
Let me point out a few flaws in this entire system.

So, let's start with Autohitters. Autohitters have to build for their weapon's scaling and get it through the roof, disregard accuracy/crit, and do whatever the hell they want with the rest of the stats. You just have to max out your Power, plug stats into your chosen weapon's scaling, and you can successfully shit on people any day, every day. So, then, what do you do with the rest of the stats, you may ask? Why, it's simple; simply pick dodging or tanking, which will 90% of the time be tanking, and invest heavily into it. Then, just because you have enough points to spare, do anything else you want with these stats. Sure, it might cost FP and skill points to do it, but skill spirits are a thing, and so is dumping points into Will, or quite simply, just grabbing FP regeneration. Slap on an elemental badge of your choice for extra damage and, if you build for the Jupiter Badge, critting.

Now, basic attacks. First, you need to build for your weapon's scaling, while being mindful of Power, Accuracy, and Crit. Make sure you're plugging in enough points into Skill and Luck in order to hit in the first place, then Guile for hefty amounts of crit damage. Oh, and get a class that supports basic attacks, and sink in skill points too to buff them up, a la Void Assassin, Kensei, Black Knight, Duelist, Ghost, Lantern Bearer, Martial Artist, Magic Gunner, etc. By this time, you've probably invested points in anywhere from four to five stats, so you don't have a lot of options; build enough Vitality to last a few hits- oh wait, you're out of points now. Oh well, you've become a glassy not-so-strong cannon, that can be parried just as easily as you can be dodged.

Do you see the difference here? To me, basic attacks had a secure position as well as autohits. I was completely fine with how it was, but the basic attack fix has killed a lot of my characters. As everyone has said, Evade has become practically pointless, and basic attacks are not very worth building for if you have to deal with hit/crit chances and the possibility that they can just dodge everything you throw at them. My dual Quickdraw user has suffered a basic attack damage decrease of over 70%, going from maybe a 250 damage burst in one basic attack (which admittedly is a bit insane) to a measly 100 (which is absolutely pathetic for TWO 10* weapons, ON TOP OF ELEMENTAL DRIVE). One of my good friends has a high amount of scaling for his weapon and saw his Hands of the Giant go from 150 on a basic to just under 90, which is huge. Meanwhile, autohitters have just been laughing at the damage they had to worry for get spayed and neutered. Hell, there is literally Black Knight, a class that gives away an asston of anti-crit, and added with Luck and/or high Faith, it can make critting them practically impossible, as well as TWO races (Dullahan and Lich) that either cancel some crit damage or negate crits entirely.

I know that I'm just sounding like a whiny little bitch, but an autohitter is effectively supreme to a basic attacker in every way, shape and form. As of right now, the only reason to ever use crits is if you're using a Moonlight Mercy (in the hopes of doing decent damage with a Quickdraw), or if you're a Duelist, and that is it. I'm sorry about this, Dev, but there is no point in adding a durability point for autohits, since all they have to do is grab a Divine Eye from a quick run into the Colossal Tower. I personally think that the only solutions for this are one or the other- either implement the formula as it was before (which you're adamantly not wanting to do) or evade checks on autohits.

EDIT- The only other solution is to make autohits do less damage than basic attacks, either by (again) bringing up basic attacks, or lowering autohit scaling. Kenseis are especially notorious here, with 140% SWA damage, ascertained by everything sans Cobra or Body of Isesip or partially by Evasion.
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