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Martial Artist FP Adjustments
#1
I apologize in advance to Dev for have created so many threads as of late, I've recently started picking up playing the game again and I think this is the last issue thats been brought to my attention as of late.

While I don't think Martial Artist requires any buffs to make it better at what it does already, a common complaint often heard is often the vast quantities of FP Regen and Max FP you need to utilize the class is outrageous, while in some cases like Monk a lot of its FP costs are justified, in others where you're trying to perform simple mundane kicks or punches just for damage they can add up quickly and exhaust you of FP before you've even killed your target.

I do ask one would read over my arguments in the rest of the post as they will go into my (hopefully convincing) argument, but for the sake of appearing concise I'll spoiler the rest of it and provide a TL;DR afterwards.

The reason why this is a thing NOW is because overall defensive measures to autohits have beefed up significantly over time, it all happened around the time that Evasion was introduced as a global effect for dodgy builds that MA started to suffer because of it, Boxer and Verglas especially in this case. Dodge builds also received a permanent and powerful up time dodge buff towards autohits (Mirage Walk) because autohits do not seem to consume the status.

Its for this reason that Martial Artist classes focusing solely on just the martial arts, like Kicking and Punching instead of throwing fireballs into the sky or beams of light out of their hands are suffering just a little bit, after doing quite a bit of testing on non-monk MAs you will exhaust yourself of FP against any opponent, but against tanks and extremely evasive builds its aggravating to see that you'll only ever deal 40-50% of their health in sustained damage , with very little burst outside of the shenanigans you can pull with Monk.

This thread is aiming to fix a lot of the issues that Boxer and Verglas currently have, where in they need to build a massive amount of FP and be paired with a class that gives them FP Regen possibly as well in order to be viable while throwing out punches/kicks so they don't just auto-lose matchups because their opponent had more DR and effective health than they had effective skills to throw out.

I think its unfair to gate MA behind FP Costs now, especially when sword/axe/spear builds can pump even more damage than MA could ever hope to muster for even cheaper FP costs at much farther ranges to boot, it pretty much makes the only viable MA one who basic attacks or is a Mage, that is all you will see nowadays when someone claims to be punchy punchy.

So at the very least lets help them punch and kick to their heart's content, I'll provide some examples of what I had in mind:

Quote:Verglas:
-Bear and Hare tree kicking skills are lowered to 11/12/13/14/15 FP Cost (Rapid Kick/Face Stomp/Axe Kick/Point Kick/Cold Front/Rising Kick)
-Verglas Fox skills are lowered to 40/38/36/34/32 FP Cost (Expanding Ice/Crawling Spikes/Icicle Spear respectively.)

Boxer:
-Boxer's Korkenzier/Regenschauer/Sturm Shreik/Orkam Drehen should have their FP Costs lowered to Felhook's level (30/26/24/18/14 FP)
-Boxer's Grandupper/Felsmenage should be lowered to 40/36/32/28/24 FP

Monk:
-Monk's Close range kicking skills (Sky Charriot/Dense Thunder) should be lowered to 11/12/13/14/15 FP Cost

TL;DR:
-Since the introduction of Evasion, MA is suffering a bit in managing to kill its opponent before its FP runs dry.
-MA Autohits will inherently deal less damage and have often have much shorter range than counterpart martial weapons.
-Martial Artists cannot even compete against tanks without the aid of Monk, which has Range/FP Sustain/HP Sustain/Burst etc.

Thanks for reading and consideration in the future.
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