(07-12-2024, 01:36 AM)Autumn Wrote: Currently the biggest thing holding back Tactician in terms of discussion is that Enemy Evaluation currently has very little counterplay aside from hitting the Tactician's tactic ranks and making sure they stay down to minimize the impact of the skill. Dark Eyes + Evaluate is such a game ending interaction that getting hit by it assures the fight is over, there is no one except for VA/Spellthief/Performer who can viably recover from 8 rounds of -27% Total Damage, Total Evade and Total Hit, it becomes such a game ending button.
As someone who loves playing Tactician and wants to see it flourish, I am requesting to please change Enemy Evaluate away from percentages, it presents a very unfun gameplay pattern to face, the change to make it 6m has no changed how volatile it is, and merely restricted it to being paired with 1m movement or confusion.
And then tactics ranks can be whatever system they want to be when it is something different. If a suggestion should be provided, I would recommend that the skill negates any elemental resistances the target has (like winter's bite), letting it's call outs for elemental weaknesses matter more, as well as playing towards Tactician's plethora of spells being able to hit those weaknesses with, and thus gain tactics ranks.
I'm bringing this up again because I am playing a Tactician centered around Pinpoint Electro and currently am unable to use the move effectively given the range and massive momentum cost, you can fix so many issues about support centered Tacticians with a few simple changes.
Quite frankly it does not matter to me what Enemy Evaluation becomes, or Analyze Weakness for that matter. I am certain Dev can think of some cool ways to rework these skills to just not be as asinine to deal with so they can cost 3m again, please.