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Enemy Evaluation and Analyze Weakness, again.
#1
They're both overbearing in PvP scenarios as the build up of a Tactician main is insanely fast with its new gimmicks. The build up in this case is not the problem, but the total LV of the debuffs, so.

Requesting a few changes to make Tactician a little more balanced in scenarios where it should be:


Quote:Analyze Weakness

- No longer gets its LV reduced if Tactician is not your main class. Instead, the LV is halved only against player enemies.
- Momentum cost is changed from 6M to 4M.


Quote:Enemy Evaluation

- No longer gets its LV reduced if Tactician is not your main class. Instead, the LV is halved only against player enemies.
- Momentum cost is changed from 6M to 4M.
- Hit is no longer affected by Enemy Evaluation.


Quote:Pinpoint Electro

- Requires both Enemy Evaluation and Analyze Weakness active on an enemy for range to become unconditional for the skill's effects.



Logically, it's easier to study the behavior of monsters when compared to sentient enemies like players. Plus, its performance in PvP is what brings salt the most. I don't think anyone would mind this going, forever, in exchange of having their class becoming generally usable and less broken.

Enemy Evaluation's biggest gripe with all players seems to be the Hit debuff, so removing that should make the skill more balanced and less a salt factory to fight against. That, together with running away and spamming Pinpoint Electro without a notable 8M investment for preparation, of course.

I've ran a lot of tests with sub-class Tactician due to playing as Destiny BK/Tactician, and the maximum LV I can get is 16, including Dark Eye's buff. 16 is a very reasonable number, compared to 33 (Main Class).


So players being affected by those at LV16 tops can be a fair game, and falls under the 'standard' of debuffing numbers we get around.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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Enemy Evaluation and Analyze Weakness, again. - by Snake - 10-05-2021, 04:36 PM

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