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Item Buff Megathread
#3
Countless nigh-useless items exist in the game, but I think the ones that should be looked at for tuning are ones that weren't intentionally made to be awful. Such as higher rarity items with niche effects, like all the anti-armor 9*s that get outclassed by their 1* counterparts due to their only gimmick being a SWA increase to partially match the capability of beginner weapons.

But I digress, I won't derail the thread from the current items being discussed.

Quote:Dar'Ensha Ish'agami Oka'Keran Por'Phavr Sel'Miaka Tel'Valsh Tor'Inaeh

I think a buff to make them more appealing could be changing the 10% chance to cost nothing into a 10% FP cost reduction to the relevant skills instead. Roughly the same effect but it isn't RNG if it will be far more potent or absolutely useless.

If the intention is to keep these items in their purgatory of irrelevancy, the consistent effect could be applied to upgraded versions of these items in the future.

Quote:Ring of Thorns

An ancient relic from the Pre Great Reckoning era. Power used to be worth a bit more back then but it still wasn't that great. Still, jacking up the Ring of Thorns is a dangerous proposition since no other accessories offer a global boost to your damage like it does. If it has to get tuned to be relevant, I'd say making it a percentage bonus to damage dealt rather than a flat power bonus would make its benefits more consistent rather than geared toward setups that benefit from maximizing Power specifically, and possibly changing the HP detriment to an increased damage taken detriment.

Another case where I'm unsure if the rarity would justify having a more potent effect, so a higher rarity version of this could be considered instead.

Quote:Spirit Mirror

I can't justify allowing Spirit Mirror to recharge its buff, maybe if it were a 9 or 10 star item, sure. For a 5 star item that'd be insanely potent for drawn out fights where it's actually relevant.

I'll elaborate.
Spirit Mirror as is is generally only used when you know for sure your enemy uses high damage projectiles, or when people are unsure if they may be present since the effect is just that good if it works.

This is because that unless your opponent spent nothing on the projectile they used, they effectively wasted all the momentum they spent generating that projectile and worst case scenario damaged themselves on top of it. In short battles, as most instances of PvP tend to be, this loss of upwards to 4m can be devastating. I'm not accounting for the fact you can CM Ryemei yourself off one, since people really shouldn't be throwing those out if they suspect a mirror.

The fact it can potentially reflect such potent damage makes it incredible for what it does, even if in scenarios where your opponent effectively counters it with a 1m projectile or passively with cheap utility projectiles like Fray, it still has a use for hard countering certain setups if not answered appropriately.

Given it's a 5* accessory with the power to absolutely crush some means of offense, it can afford to stay where it is. On average, you're stealing 3m from your opponent just for wearing it if it does anything against them.

If it DID recharge its buff, I would at least suggest it deal reduced damage with reflected projectiles, though that might be a pain to work into it.

Quote:Witch Hat

It's a newbie starter item. It could perhaps afford to be a tiny bit more robust, but it does its job for supporting lower level players and being easily accessible.

If we altered it to be another percentage recovery it'd get extremely overbearing very quickly, especially with getting slapped together with a High Mage Cape. Comparing the two is a null point anyway since the rarity discrepancy justifies the power discrepancy, in this case.

If a buff to it had to be made, I'd say a thematic bonus could be doubling the regen if you're a Mage/Mage promo ,or tripling it for if you're main-classing Mage.

Quote:Dragon Gi

Hard to say how to alter this to be relevant, it only wins out as the best flat HP for an Unarmored torso, but its dual purpose of granting FP makes it lag behind those who'd want it for that, as it's beaten by Priest Robe (a 4* guaranteed +20 FP and a +4 WIL on top of that for even more FP potentially) and the basic Wisp Cloak (+30 FP).

It could maybe have the possibility to roll higher numbers and become the Cloak of Many Colors for HP/FP. I could see doubling the values on it given its rarity and RNG nature anyway.

Quote:Frosttouch Gi

All the Gis are horribly outclassed, really. Their problem being the upkeep required to keep the effect going compared to the freedom of being able to do something else every other action aside from cast a spell.

Even for those who do spam magic that much, the effects are often underwhelming for what they want to do, aside from maybe the Boltstruck Gi.

As for the Gi actually mentioned, its only niche is being an Unarmored torso with the potential to cause On-Hit retaliation damage. A quick and easy buff may be making the damage of its retaliation be based on your Ice Atk (50%?). The other Gis could possibly get altered like this, but it may get silly considering they all have functions that directly tie into the relevant stat (LUC = Crit, CEL = Evade, STR = ....STR.) so for the Frosttouch Gi having an effect completely unrelated to the stat in question (SKI), it wouldn't be too overbearing to have it scale from it.


I could make a very, very long list of how many items in the game are absolutely worthless by merit of being outclassed in their niche by other items, thus never seeing use.

In fact I'll even add one myself, maybe more if this thread gets attention.
Quote:Crownbleeder 3* Hands - +2 STR. Upon damaging an enemy at 25% or lower HP, inflict Fear for 2 rounds.

It's absolutely worthless post GR now that enemies are automatically inflicted with Fear if they take damage at this health bracket due to Fear of Death, being reduced to a +2 STR Hand slot item, which going up one Rarity tier it's outclassed by the Bands of the Boar.

I only mention it since its niche of fearing enemies at critical HP could merit it having a use to have synergy with the ''''newly'''' added mechanic Fear of Death. An upgraded version of it via Alchemy perhaps to have it deal more damage to enemies who specifically have Fear from Fear of Death.

In conclusion, I support the effort of this thread, and I'd be willing to collaborate on compiling problem items that could afford to have a purpose, for the sake of having more options for viable play styles.
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