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Ghost Main Class / Passive Stats
#3
GSM post_id=34963 time=1547896882 user_id=582 Wrote:What Ghost really needs is an even playing field to Kensei, and even if they don't have the insane Kensei passives, I want them to be able to stand a chance.

I only have a few things to comment on, but I don't think this is necessarily an indicator that Ghost is weak. The class itself has Wraithguard, Last Chance, and Pain Tolerance, which -- when coupled with Eviter and any potential Evasion procs -- is actually a fairly substantial amount of mitigation. I don't disagree that the class is, 9 times out of 10, suboptimal to take over Kensei, but there's a chance that's more the fault of Kensei than Ghost.

For example, how often do you see builds successfully dodge attacks and not run Kensei? Outside of Tacticians relying on Enemy Evaluation, that number is low; and that's a generous estimate.

I'm not going to derail the entire topic by delving into Hit vs Evade, passive bonuses, or anything of the sort. Instead, I'll offer my two cents: I think it would be far more interesting and effective to tweak the useless Ghost skills, than to add more stats to the class. This includes Death Gaze, Painproof, the active effect of Rebound, Tombstone, Red Rain, and Dark Imbue. The fact that half of Ghost's arsenal is almost universally avoided leaves it in a position where it fulfills precisely two roles: tanking up as a Duelist to try and wall out opponents with raw stats, and using Ether Invitation as much as possible.

Personally, I think that niche is pretty boring. It's tricky when the base class is so powerful, but I think the solution here isn't to heighten how effectively a Ghost can out-stat you, but to adjust the skills that have no purpose into a more central (and still effective) theme. What even is Ghost? An anti-mage? A tank? Something in between? All we know is that they're supposed to be 'difficult to kill fighters'.

GSM post_id=34963 time=1547896882 user_id=582 Wrote:Each suggestion is because Ghost needs its antimage properties back, and Ghost is already so much of an SP sink that the other innates, particularly Anti Curse and Pain Tolerance, aren't really worth taking.

In the same vein of what I've been harping on, I absolutely agree with this. Ghost has a ton of trouble managing SP, since Rising Game, Claret Call, Ether Invitation, and to a lesser extent, Fitting Form and Pain Tolerance, are all 5 SP and mandatory. I would love to see Claret Call, Pain Tolerance, and Anti-Curse reduced to 3 SP maximums without losing any efficiency. This is especially true if the other skills are reworked into something that a Ghost might actually want to consider taking.

I apologize for the rambling, I intended to try and make this point in far fewer words.
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