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Claret Me In, CLARET ME IIIIIIIIN [Ghost balance shifting]
#1
So, it's kind of a surprise to nobody right now that for the past uhhh, since Ghost got reworked, however long ago that was, it's been dominating the scene in both PvE and PvP. It's easy to access and easy to abuse, and with all of its new tools it can't really do anything badly.

ᶦᵗ'ˢ ᵏᶦⁿᵈ ᵒᶠ ⁿᵘᵗˢ

However, the main issue I'm seeing with the hits to Ghost is that it isn't really tackling the main power budget and balance of the class that is readily apparent to most of the people that fight one.

Claret Call is kind of the big reason why Ghost is so insane.

ᶠᵘᶜᵏᶦⁿ' ᶜʳᵃᶻʸ ˢʰᶦᵗ ᵈᵘᵈᵉ

So, I want to hit Ghost where it really matters, and give it back some of its core identity that it had pre-rework. Y'know, a terrifying attrition fighter, and not a god damn blood mage that has a specter somewhere in a corner BDSM-ing their pain away, and only needs a rock to activate properly.




Quote:Rising Game nerf (+1 stat per 10% HP > +1 stat per 15% HP) is reverted.
Quote:To clarify, Rising Game was never the issue when Ghost started bullying people on the playground. The change from 10% to 15% did quite literally nothing unless you specifically planned for Ghost to be part of your core build, which nobody does since it's so situational it hurts.

Quote:Claret Call, and anything that scales with Rising Game, increases stacks off every 2 stacks of Rising Game, and is changed to have a Max LVL of Ghost -5 (from Max LVL of Ghost +5), meaning non-Destiny caps at LVL30 Claret, and Destiny caps at LVL45.
Quote:THIS was the major issue. Claret Call stacked way too quickly relatively quickly in fights, and Claret giving you a major free damage buff was quite simply oppressive, not to mention this'll hit everything that scales off of Claret harder. Cut Down and the ever dangerous [strike]succ[/strike] Rebound are notable hits here. And with the stacking of Claret shearing down, let's take a look at the final proposed change I'm making...

Quote:Blood Spike and Scarlet Twister get FP cost up (Blood Spike up by 6, from 19 > 25; Scarlet Twister up by 6, from 24 > 30) and elemental scalings down by 10% each (Blood Spike from 100% Ice/Water > 90% Ice/Water, Scarlet Twister from 90% Wind/Water > 80% Wind/Water), potentially gaining a fixed maximum range/maximum pull.
Quote:The new blood magic spells are so problematic in their core concept of them being quite literally better than some Evoker tier spells that it's absolutely insane. The damage these things shit out are absolutely nuts, and it feels like it hits HP when that feels like a non issue to Ghosts. I'd very much prefer them getting an absolute range, because an AoE Claret Call applying nuke spell that can traverse half the map OR pull someone without much hassle is the exact reason why I refuse to use these in practical play, ever. It feels cheap, man.

Any feedback or added opinions would be welcome. I'm fully prepared for this to not be touched or talked about by Dev, but this is how I feel Ghost should have been altered. Trust me, I LOVE Ghost as a class- hell, it's my favorite class, ever since I started playing. But I can't bring myself to play it seriously when it's so overbearingly strong and everyone knows it. Everything BUT the issue has been hit on the head, and Rising Game getting the shaft really hurt me, since that's not at all how it could work.

ᵗʰᵃⁿᵏ ʸᵒᵘ ᶠᵒʳ ᶜᵒᵐᶦⁿᵍ ᵗᵒ ᵐʸ ᵗᵉᵈ ᵗᵃˡᵏ
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