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NERF MONK
#24
Just a friendly reminder that when taking stats into account, a slightly generous average should be used. 'We go by the tops' boils down to giving them 70s-80s across the board and assuming they're decked out in the best gear/skill/etc. setups known to man. Not everyone is going to powergame like that, and in this board, assuming that everyone and their mothers will powergame the shit out of their characters isn't a good motto to live by.

That being said, most MA/Monk skills are actually well-balanced; they demand a lot of good stats from the user to be fully effective, especially if someone wants to use more than just one or two of them. Quite unlike THOSE SUMMONERS AND GUNNERS!

However, there is a few things about the classes that need adjustment:

1. Make the user unable to target themselves with Aid. Meditate is one thing, but a heal that will always bolster the user's Ki is far too much value. No one should be rightly able to decently heal themselves while bolstering Ki at the same time. (Aid -> Terra Strike is a particularly aggravating example of Aid's tremendous value being put to work)

2. Kip-Up should go on a Promotion. An Inate Skill that almost invalidates a status, on a base class of all things, has always sounded too big for its britches.



P.S. Sderg's wrong about Heaven Kick; it sucks in every aspect that isn't closing in on someone.
[Image: a2794117f3.png]
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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