02-16-2021, 07:54 AM
Eliminate is a skill that appears to be unfinished in its current state, for starters its an autohit in a class that rightly does not ever want to use them unless they serve a huge utility purpose (Such as with Vanishing Strike), given that daggers have really low SWA normally, and it consumes an incredibly potent and required resource, all (or half) of your void energy to even use it.
As it stands, with max void energy Eliminate roughly equates to 220% of your SWA, which is a big number, but dagger criticals often reach 2x multipliers, even going as high as 2.35x multipliers, so its actually not that much stronger than my basic attack, which can infer on-hits with twin dance or gain me momentum in doing so - Speaking of which.
The skill consumes the rest of your momentum on use, this means the sole usage of its airborne component, the gap closer is useless to a VA, as you will not be able to follow it up with anything else and will be left in melee range as a result.
I haven't mentioned that the skill has a sneaking usage as well which increases the damage, and while I do like that aspect, it requires some setting up to make work, while I am all for a VA setting up the perfect kill, the class doesn't have the SP to spare on stuff like this. (8 SP total if you want max eliminate + voidgate Rank 1 + Blind Spot)
And lastly the skill doesn't really have a very satisfying animation, this is supposed to be an attack on the likes of Checkmate or Ether Invitation I feel like, and instead it feels like two dinky little slashes which HONESTLY should belong to Fray instead.
I think this skill should be reworked into being a basic attack for starters, VAs appreciate basic attacks as they are the bread and butter of the class, and its only basic attacking skill still is cutthroat, I love the other components of the skill and I think that they should be kept in some way, so here is what I might suggest:
Eliminate:
-1SP Cost (similar to Checkmate)
-Becomes a Basic Attack
-No longer consumes 3+M, costs a static 3M
-Attacks twice for 50% Attack (This would be mitigated by armor twice)
-Damage increased by Void Energy% consumed
-Sneaking assures a hit/critical hit
-6 round cooldown, halved if the skill kills a target.
And thats all really, I've had a small gripe with this skill for a while, I'd love if it had the look and feel of something like checkmate, if it has to eat a main class requirement to obtain that I'd be down for that as well.
As it stands, with max void energy Eliminate roughly equates to 220% of your SWA, which is a big number, but dagger criticals often reach 2x multipliers, even going as high as 2.35x multipliers, so its actually not that much stronger than my basic attack, which can infer on-hits with twin dance or gain me momentum in doing so - Speaking of which.
The skill consumes the rest of your momentum on use, this means the sole usage of its airborne component, the gap closer is useless to a VA, as you will not be able to follow it up with anything else and will be left in melee range as a result.
I haven't mentioned that the skill has a sneaking usage as well which increases the damage, and while I do like that aspect, it requires some setting up to make work, while I am all for a VA setting up the perfect kill, the class doesn't have the SP to spare on stuff like this. (8 SP total if you want max eliminate + voidgate Rank 1 + Blind Spot)
And lastly the skill doesn't really have a very satisfying animation, this is supposed to be an attack on the likes of Checkmate or Ether Invitation I feel like, and instead it feels like two dinky little slashes which HONESTLY should belong to Fray instead.
I think this skill should be reworked into being a basic attack for starters, VAs appreciate basic attacks as they are the bread and butter of the class, and its only basic attacking skill still is cutthroat, I love the other components of the skill and I think that they should be kept in some way, so here is what I might suggest:
Eliminate:
-1SP Cost (similar to Checkmate)
-Becomes a Basic Attack
-No longer consumes 3+M, costs a static 3M
-Attacks twice for 50% Attack (This would be mitigated by armor twice)
-Damage increased by Void Energy% consumed
-Sneaking assures a hit/critical hit
-6 round cooldown, halved if the skill kills a target.
And thats all really, I've had a small gripe with this skill for a while, I'd love if it had the look and feel of something like checkmate, if it has to eat a main class requirement to obtain that I'd be down for that as well.