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Claret Call Disparity
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Currently compared to almost every other class in the game, Ghost wins out damage wise to otherwise everything, this is likely due to it being a mix of Duelist and having its own flat values added to every basic attack, Claret Call interacts with Critical Damage to a varying and often overbearing degree, while interacting with Defenses like Phys.DR to a almost laughable degree, seemingly ignoring DR partially or entirely from the tests I was able to produce.

All in all this causes Ghost to just deal way too much damage currently when compared to everything else in the game, its the dream class for anyone wanting to unga bunga throw their life away in pursuit of just inflicting massive damage on the enemy team and holds a huge presence in fights with the versatility and DR the class provides for them, from being able to suck people to the center of the map, gaining tons of stats for having damage dealt to them, and being able to swap from a physical damage class to literally a mage class in a moment's notice has been overbearing for a long time.

There's no reason to run daggers with anything but Ghost, Dagger Dance doesn't even compare to Fleur in functionality, any bow build should be running Ghost due to the sheer amount of damage it provides, swords/axes shouldn't even think of diverting from Ghost without seriously harming their viability.

A simple change would be just to lower Claret Call's damage for now, changing it deal additional damage equal to HALF of the claret call level (Up to +20 damage on non-destiny essentially) would help keep it in line for now.
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