09-15-2015, 04:23 PM
The Kensei passives have always been so overpowering that many people simply used the class for nothing but said passives (and Fluer). They can easily make or break a character's ability to dodge and or hit/crit. Mainly dodge due to Yomidori being as crazy as it is. So my opinion is about the same as everyone elses: tone down how much they affect hit/dodge by making them static numbers.
With the advent of the invocation change (see: WIL no longer acting as a buffer) it's rare to see invocations pulled off without the use of HSDW and/or making large distances between yourself and the enemy. Even back when invocations were easier to pull off, I always felt that if you were in the position to Fallcall someone, you'd probably be able to win without it. It doesn't really need to be nerfed, but, I can see how some might look at the stupid numbers it can give and say it's overbearing.
As for Strangling Etacof's interaction with Screamer...a Screaming Tome is already a mainstay for most mages, it being able to counteract the only guarantee of silence sort of defeats the point. I'd call for an increased health cost, or a momentum increase when it's used for that, rather than removing its ability to cure it. I mean it -does- cost them HP, too (not saying it's 100% a-okay as is, but, yeah).
DH is one big ol' bag of worms, as is, KNP could use adjustments to prevent it being a hard counter to multi-shot guns in and of itself, honestly--but the suggestion here was something else entirely. I don't think KNP's rage bonus should be negated if the damage is 0'd, cause, if it's 0'd that just means it worked. I'll agree it's pretty overbearing, cause, as it stands it's +20 DEF, essentially. Limiting how much damage it can prevent in a round would be a start.
CM is a very tricky thing to balance. I'll just say my opinion on the suggested changes/additons, though. I'm not sure how to feel about a toggle, but, all I can see it doing is allowing you to keep the threat of a CM'd spell around while still casting them (beyond the stated 'test resists' thing). I don't think mage spells need/should be able to benefit from CM. I'm not -completely- against it, but, it's not really fixing anything other than giving mages more options with how to deal the same damage types they already could with Evoker. As others have said, the -real- problem Evokers have is with getting past resistances, and people being able to stack a resist to literally everything makes life miserable for a mage who isn't -also- stacking resists to everything.
And lastly. Evasion? Yes. Drop that shit to 30%. If you're not built to hit, you will -not- get past that hit check. Few mages can stack enough hit to reliably bypass it even on the lower-end of dodgers.
With the advent of the invocation change (see: WIL no longer acting as a buffer) it's rare to see invocations pulled off without the use of HSDW and/or making large distances between yourself and the enemy. Even back when invocations were easier to pull off, I always felt that if you were in the position to Fallcall someone, you'd probably be able to win without it. It doesn't really need to be nerfed, but, I can see how some might look at the stupid numbers it can give and say it's overbearing.
As for Strangling Etacof's interaction with Screamer...a Screaming Tome is already a mainstay for most mages, it being able to counteract the only guarantee of silence sort of defeats the point. I'd call for an increased health cost, or a momentum increase when it's used for that, rather than removing its ability to cure it. I mean it -does- cost them HP, too (not saying it's 100% a-okay as is, but, yeah).
DH is one big ol' bag of worms, as is, KNP could use adjustments to prevent it being a hard counter to multi-shot guns in and of itself, honestly--but the suggestion here was something else entirely. I don't think KNP's rage bonus should be negated if the damage is 0'd, cause, if it's 0'd that just means it worked. I'll agree it's pretty overbearing, cause, as it stands it's +20 DEF, essentially. Limiting how much damage it can prevent in a round would be a start.
CM is a very tricky thing to balance. I'll just say my opinion on the suggested changes/additons, though. I'm not sure how to feel about a toggle, but, all I can see it doing is allowing you to keep the threat of a CM'd spell around while still casting them (beyond the stated 'test resists' thing). I don't think mage spells need/should be able to benefit from CM. I'm not -completely- against it, but, it's not really fixing anything other than giving mages more options with how to deal the same damage types they already could with Evoker. As others have said, the -real- problem Evokers have is with getting past resistances, and people being able to stack a resist to literally everything makes life miserable for a mage who isn't -also- stacking resists to everything.
And lastly. Evasion? Yes. Drop that shit to 30%. If you're not built to hit, you will -not- get past that hit check. Few mages can stack enough hit to reliably bypass it even on the lower-end of dodgers.