09-09-2022, 03:53 PM
Honestly I'm all for Miller's idea of toning down the ceiling, and I also agree with making the lesser used dances feel better to use. Ice Slide and Thunder Steps really are miles ahead of the rest, and Quaking Tap was only busted before because the range and scaling was so high.
If you want Fire Dance to have an interesting gimmick that makes it feel decent to use, my vote is to make it keep the 1-3 line range but also make traveling over Cinder tiles with it 'free', basically a fire version of Verglas' Ice Skate, so it's usable normally but you can also theoretically dash across an entire field if there's enough fire everywhere. Then you can do funny gimmick combos like Blazing Shinken -> Fire Dancing along the line and dashing past your target while doing damage, or have synergy with allies who vomit cinders everywhere.
Wind Pirouette needs...something. That knockback idea maybe, or possibly more range. Or both. Kinda messed up that the one that evade builds scale off of is also the one that doesn't move you at all. Not sure what I'd really do for it, though. Curtain Call absolutely needs more oomph to be worth using ever, especially for a damage type so commonly resisted as Dark, and Skating Spin applying on-hit effects honestly does sound like a pretty good idea for making it actually worth using. Honestly while I'm on the subject, I wouldn't mind Rose Toss only being 1M (and being balanced for such) so that doing its purpose of dramatically triggering One-Two Step with it is actually possible, but I'm digressing from the original point of nerfing them.
Point is, yeah, Dancers indeed do some whack damage and I agree with the concept of toning down elemental scaling while increasing base damage numbers. I don't think they actually need that much in the way of nerfing beyond numbies going down to not instantly blow most other 3M options out of the water, though, and in return for the base Bard dances getting balanced out, I'd like to see the actual Dancer dances become worth it to use other than just Idol Step.
If you want Fire Dance to have an interesting gimmick that makes it feel decent to use, my vote is to make it keep the 1-3 line range but also make traveling over Cinder tiles with it 'free', basically a fire version of Verglas' Ice Skate, so it's usable normally but you can also theoretically dash across an entire field if there's enough fire everywhere. Then you can do funny gimmick combos like Blazing Shinken -> Fire Dancing along the line and dashing past your target while doing damage, or have synergy with allies who vomit cinders everywhere.
Wind Pirouette needs...something. That knockback idea maybe, or possibly more range. Or both. Kinda messed up that the one that evade builds scale off of is also the one that doesn't move you at all. Not sure what I'd really do for it, though. Curtain Call absolutely needs more oomph to be worth using ever, especially for a damage type so commonly resisted as Dark, and Skating Spin applying on-hit effects honestly does sound like a pretty good idea for making it actually worth using. Honestly while I'm on the subject, I wouldn't mind Rose Toss only being 1M (and being balanced for such) so that doing its purpose of dramatically triggering One-Two Step with it is actually possible, but I'm digressing from the original point of nerfing them.
Point is, yeah, Dancers indeed do some whack damage and I agree with the concept of toning down elemental scaling while increasing base damage numbers. I don't think they actually need that much in the way of nerfing beyond numbies going down to not instantly blow most other 3M options out of the water, though, and in return for the base Bard dances getting balanced out, I'd like to see the actual Dancer dances become worth it to use other than just Idol Step.