09-08-2019, 09:27 PM
FaeLenx post_id=37613 time=1567958111 user_id=2063 Wrote:I'm honestly with Mewni on this one. While there's a singular ghost build that wins consistently with very little chance for counter-play due to a combination of high movement to avoid any potential threat, massive damage, knockdown, and sustainability...
Massive damage and sustainability are two things that ghosts are supposed to be able to do.
There's a lot of knee jerk reactions on this game that take a class from entirely playable to awful in a moment. And changes are so seldom made that they often have to be big. There's no weekly tweak or patch, and so a scorched earth approach is often taken.
I've seen a good number of ghost builds not work. Relying solely on the tools mentioned here, they fail and flop. There's a singular ghost build that consistently gets results despite any RNG available in its build, despite any wasted momentum from knockdown or other distractions, etc. And I feel like people have a bone to pick with that build and how often it's being used. And these balancing points don't effect that at all.
I would say instead of nerfing ghost we should look at buffing other classes to be even half as fun to play, but the last time we tried to buff a class it ended up in a substantial nerf instead with the knee jerk back against it.
I'd argue that massive damage and sustain are NOT what Ghost is meant to do actually, they were tools it was given in the most recent update for it but for the most part Ghost has always before been about situationally dealing a lot of damage, scaling with the lower health the ghost obtains, and mitigating enough damage to sit comfortably at lower amounts of health, it was the defensive alternative to Kensei which was more about dealing a lot of damage. A while back before Kensei and Ghost's changes they were very equal, which changed for whatever reason.
Ghost's rebound always recovered HP which is true, and it scaled from RES after some time, it was a flat number + Your RES, rather than claret call level + 140% of your RES which also sucks out your FP too I guess? A lot of power was given to Claret Call by arbitrarily giving it the ability to sustain FP super well.
Its not as powerful today but it still sucks out FP rather than regaining it, and one could argue that creating an FP difference is largely more powerful than just upkeeping your's, or we'd be sitting here complaining about Monk's Power-up all day as well.
We've had the ghost update for what, just a little under 5 months? Don't you think its more than just knee-jerk at that point?