I think some of the things I'd like to see in a Arbalest Rework are:
- Compatibility with Guns. Let me strap a cannon to my gun, please. (Cannon Skills should be condensed to 1 Round Gun attacks if so though, for obvious reasons. Perhaps not allowing Handguns to be valid due to their smaller size.)
- Changing the damage bonus of Cannon Skills to instead be based on a portion of your Armament's SWA. (A low amount for Buster Cannon, a moderate amount for Blowback Cannon and a high amount for Straight Cannon.)
- Buster Cannon's DEF power being halved vs players, like how it is vs bosses. Changing the Rank values to be less steep so the Spirit for Buster Cannon isn't as powerful. (It makes the 100% reduction into 150% reduction which is massive in a boss fight.)
- Blowback Cannon's stun chance being retooled into a status infliction check, with Armament's Weight increasing the infliction chance. (So while it's still highly likely with a heavy weapon, there's a defense against it.)
- Straight Cannon dealing more damage, able to apply both On Hit and On Critical effects on the Armament and having AoE capability. (e.g. Say it hits all enemies in the drawn line rather than just the end point)
- Rethinking the Reloading mechanic. I think it is a tad too punishing and discourages use of your Armament for non-Cannon applications, multiple Cannon Skills, auxiliary skills like Chained Boomerang and even Chain Skills since you can only really fire the Cannon so often. (It also makes coming up with new potential Cannon Skills difficult as they have to compete with Buster Cannon or just not get picked.)
Perhaps removing the mechanic entirely and making Cannon Skills instead have independent cooldowns would be better.
- More reasons to use the Armament itself. Such as buffing Chained Boomerang to hit multiple enemies in a Circle (2) area at the location. Changing Heavy Tackle into Heavy Swing and having it incorporate SWA, much like the Board Shaker change.
- A second look at Chains, how they should work, should there be more Chain Skills and if there should be skills like Violent Reaction and Accelerant nowadays rather than just be apart of Oil Chain itself.
- Condensing SP costs on some of the skills. (e.g. Oil Chain, Deadly Aim, Mighty Wall, Punching Shot, Heavy Bow Mastery.)
- Compatibility with Guns. Let me strap a cannon to my gun, please. (Cannon Skills should be condensed to 1 Round Gun attacks if so though, for obvious reasons. Perhaps not allowing Handguns to be valid due to their smaller size.)
- Changing the damage bonus of Cannon Skills to instead be based on a portion of your Armament's SWA. (A low amount for Buster Cannon, a moderate amount for Blowback Cannon and a high amount for Straight Cannon.)
- Buster Cannon's DEF power being halved vs players, like how it is vs bosses. Changing the Rank values to be less steep so the Spirit for Buster Cannon isn't as powerful. (It makes the 100% reduction into 150% reduction which is massive in a boss fight.)
- Blowback Cannon's stun chance being retooled into a status infliction check, with Armament's Weight increasing the infliction chance. (So while it's still highly likely with a heavy weapon, there's a defense against it.)
- Straight Cannon dealing more damage, able to apply both On Hit and On Critical effects on the Armament and having AoE capability. (e.g. Say it hits all enemies in the drawn line rather than just the end point)
- Rethinking the Reloading mechanic. I think it is a tad too punishing and discourages use of your Armament for non-Cannon applications, multiple Cannon Skills, auxiliary skills like Chained Boomerang and even Chain Skills since you can only really fire the Cannon so often. (It also makes coming up with new potential Cannon Skills difficult as they have to compete with Buster Cannon or just not get picked.)
Perhaps removing the mechanic entirely and making Cannon Skills instead have independent cooldowns would be better.
- More reasons to use the Armament itself. Such as buffing Chained Boomerang to hit multiple enemies in a Circle (2) area at the location. Changing Heavy Tackle into Heavy Swing and having it incorporate SWA, much like the Board Shaker change.
- A second look at Chains, how they should work, should there be more Chain Skills and if there should be skills like Violent Reaction and Accelerant nowadays rather than just be apart of Oil Chain itself.
- Condensing SP costs on some of the skills. (e.g. Oil Chain, Deadly Aim, Mighty Wall, Punching Shot, Heavy Bow Mastery.)