08-05-2022, 10:05 PM
Eeeeh, I'm not very keen on the idea of adding things to make Tact even more powerful than it is. If more trickery effects were to be added, they'd have to be a lot less impactful lest the skills get out of hand. That being said, I'll still give my thoughts anyway on each idea since I do really enjoy the Trickery mechanic as a whole.
Fire Whip:
Tact already builds rank easily enough as is, best avoid things that make it easier. Hellfire damage alone could be alright-ish, but I think having something along the lines of a volcanic-like AoE on impact in a small circle of the original target (Bonus damage as to not gain/lose momentum unintentionally).
Frigid Formation:
This one's actually alright I think, if only because the skill is so difficult to make use of in practice (Being easily the worst spell Tact has).
Titan Gale:
I'd have to give this one a hard "no". Tact already has 2-3 means of KD between soldier and itself, and a consistent ranged KD would be obnoxious as hell on an already very potent skill. Perhaps a +1 to duration or the ability to pierce would be better suited for its more support-oriented nature.
White Prison:
This kind of effect looks a tad abusable given the spammable nature of the skill, and I already gave my opinion on rank increases as trickery effects. No real ideas what could work for this skill though.
Pinpoint Electro:
With lightning being otherwise not being very relevant to build on a Tact anymore due to the removal of luck hit/eva? This one's actually one I can get behind.
Splash:
Also seems like a fine bonus effect to me that isn't especially overbearing.
Acid Rain:
Remember that this skill scales from acid atk, so its trickery effect will almost always be used on folk aiming for damage. 1/2 of scaled GUI might be a bit much considering that, I'd probably say 1/4 is more fair while still being helpful.
Dark Eye:
Absolutely not. This makes achieving rank SSS by turn 3 even easier and more consistent than it already is. I'd say +1 Base move or maybe 1/2 of scaled GUI as extra max HP. Given how key this skill is to Tact's kit, any "buffs" to it have to be very light.
Sacred Prism:
Adaptive Barrier minus the rank increase sounds fine to me, though the effect would likely need a CD to remain balanced.
Domino Resonate:
Kunai, go home, you're drunk. In all seriousness, I think a less overbearing effect would be to allow trickery to make the skill bypass KB immunity similar to Heavy Tackle. That makes it so Elytra/Wings of Fire/Golden Beetles can be finally thrown into allies. Given that Domino in the SP update lost max KB range, I don't think it'll be that bad to deal with for those worried about the possible kite.
Fire Whip:
Tact already builds rank easily enough as is, best avoid things that make it easier. Hellfire damage alone could be alright-ish, but I think having something along the lines of a volcanic-like AoE on impact in a small circle of the original target (Bonus damage as to not gain/lose momentum unintentionally).
Frigid Formation:
This one's actually alright I think, if only because the skill is so difficult to make use of in practice (Being easily the worst spell Tact has).
Titan Gale:
I'd have to give this one a hard "no". Tact already has 2-3 means of KD between soldier and itself, and a consistent ranged KD would be obnoxious as hell on an already very potent skill. Perhaps a +1 to duration or the ability to pierce would be better suited for its more support-oriented nature.
White Prison:
This kind of effect looks a tad abusable given the spammable nature of the skill, and I already gave my opinion on rank increases as trickery effects. No real ideas what could work for this skill though.
Pinpoint Electro:
With lightning being otherwise not being very relevant to build on a Tact anymore due to the removal of luck hit/eva? This one's actually one I can get behind.
Splash:
Also seems like a fine bonus effect to me that isn't especially overbearing.
Acid Rain:
Remember that this skill scales from acid atk, so its trickery effect will almost always be used on folk aiming for damage. 1/2 of scaled GUI might be a bit much considering that, I'd probably say 1/4 is more fair while still being helpful.
Dark Eye:
Absolutely not. This makes achieving rank SSS by turn 3 even easier and more consistent than it already is. I'd say +1 Base move or maybe 1/2 of scaled GUI as extra max HP. Given how key this skill is to Tact's kit, any "buffs" to it have to be very light.
Sacred Prism:
Adaptive Barrier minus the rank increase sounds fine to me, though the effect would likely need a CD to remain balanced.
Domino Resonate:
Kunai, go home, you're drunk. In all seriousness, I think a less overbearing effect would be to allow trickery to make the skill bypass KB immunity similar to Heavy Tackle. That makes it so Elytra/Wings of Fire/Golden Beetles can be finally thrown into allies. Given that Domino in the SP update lost max KB range, I don't think it'll be that bad to deal with for those worried about the possible kite.