08-30-2018, 11:52 PM
I know what are you guys gonna say.
1. Presenting the problem
"NOOOO, GHOSTS GETS TOO MANY STATS, THEY HAVE CONDITIONAL STAT BOOSTS BASED ON THEM BEING LOW HP, TOO OP, SHOULD NOT HAVE MORE!!"
Well, here is the problem, everyone else have stat boosts, It is true that Ghosts gets the most, 9 points in 5 stats, sounds great? well, they need to be at 10% HP to get all theses bonus, most of the time, they could be downright killed if they are that low HP, so what will stat bonus count for?
There are many classes that get a lot of stat bonuses, Ghost are no different, they simply sacrifice the most to get the most, meanwhile, Mages sacrifice what? they get Astral Belt + Galren, they only sacrifice FP and momentum (or start enchanted lol) then they get +16 stats, who is complaining about that? should mages also get no main bonus? because every other class also gets main bonuses.
While I have the belief that Ghost needs reworked, since it is one of the oldest class in the game, giving it main class stat bonus would be the first step, wanna know which one should be the next step?
2. Solution to people getting too many stats
This one, make rising game % based, every 10% HP lost, it should give 2% of the stats mentioned, at 50% it should give 2.5% more then another 2.5% at 25%, that would make 10%, assuming that the overall stat for people is 40 (Ikr is it not the softcap, but it is the average) at best, one could get 10 points for a single stat, one point more than the previous iteration, the trap? simple, now you have to level up stats more to get points, if you do not have the stats, you do not get the bonuses, that means you will get decent good stats if you actually want the stats, any other stat? they barely get points, what if someone gets 60 CEL? diminishing returns will do the job and anything after 60 will just have no meaningful impact.
Of course, this could mean a problem, builds with only Four stats aka SKI, CEL, LUC, GUI and VIT, will only get the stats they are asking for, if they get too much of any stats, diminishing returns will make it less impactful, on way too spread builds it will not be much of a problem, it is not like they have enough stats to get good stats from rising game anyway.
3. Some suggestions to low HP based things
A) Berserker shell is good, but Dev should add to it actual info about how much crit it gives, the description says nothing except that it gives critical for axes based in missing HP.
B) Red Cape should cure fear upon entering on immunity, I already tested it and it keeps fear as you are immune, also, to make the item more pickable, it should cure and make immune to hesitation upon entering less than 50% HP
C) Ghost Red Rain is pretty useless except for basic attack builds, the problem is, even in basic attack builds, people would rather get a way to deal AOE damage than pick this skill, why not add a effect similar to rebound, but this time, Deffense? in basic attack builds, rebound is hard to apply, so with this skill, you could apply red rain + rebound if you are too afraid of dying in Low HP.
D) Last Chance is useless in too many times that is supposed to save you, why not make it so it gives you one turn of immortality instead, but waste claret call on anyone that attacks you? this way you could probably pick someone that is not paying attention to you, but will not let you do much against people that are actually trying to do something to kill you.
E) Ghost needs a rework, yep, not too much of a secret, the class is way too old, why not make it an axes (scythes) based class for people that want to get damaged? Kensei is already sword based (More in Katanas, but more versatility should be given in this matter) also, the next duelist class hopefully will be a spear based one, Dragoon probably, so this would be a perfect opportunity to get the duelist weapon triangle!
1. Presenting the problem
"NOOOO, GHOSTS GETS TOO MANY STATS, THEY HAVE CONDITIONAL STAT BOOSTS BASED ON THEM BEING LOW HP, TOO OP, SHOULD NOT HAVE MORE!!"
Well, here is the problem, everyone else have stat boosts, It is true that Ghosts gets the most, 9 points in 5 stats, sounds great? well, they need to be at 10% HP to get all theses bonus, most of the time, they could be downright killed if they are that low HP, so what will stat bonus count for?
There are many classes that get a lot of stat bonuses, Ghost are no different, they simply sacrifice the most to get the most, meanwhile, Mages sacrifice what? they get Astral Belt + Galren, they only sacrifice FP and momentum (or start enchanted lol) then they get +16 stats, who is complaining about that? should mages also get no main bonus? because every other class also gets main bonuses.
While I have the belief that Ghost needs reworked, since it is one of the oldest class in the game, giving it main class stat bonus would be the first step, wanna know which one should be the next step?
2. Solution to people getting too many stats
This one, make rising game % based, every 10% HP lost, it should give 2% of the stats mentioned, at 50% it should give 2.5% more then another 2.5% at 25%, that would make 10%, assuming that the overall stat for people is 40 (Ikr is it not the softcap, but it is the average) at best, one could get 10 points for a single stat, one point more than the previous iteration, the trap? simple, now you have to level up stats more to get points, if you do not have the stats, you do not get the bonuses, that means you will get decent good stats if you actually want the stats, any other stat? they barely get points, what if someone gets 60 CEL? diminishing returns will do the job and anything after 60 will just have no meaningful impact.
Of course, this could mean a problem, builds with only Four stats aka SKI, CEL, LUC, GUI and VIT, will only get the stats they are asking for, if they get too much of any stats, diminishing returns will make it less impactful, on way too spread builds it will not be much of a problem, it is not like they have enough stats to get good stats from rising game anyway.
3. Some suggestions to low HP based things
A) Berserker shell is good, but Dev should add to it actual info about how much crit it gives, the description says nothing except that it gives critical for axes based in missing HP.
B) Red Cape should cure fear upon entering on immunity, I already tested it and it keeps fear as you are immune, also, to make the item more pickable, it should cure and make immune to hesitation upon entering less than 50% HP
C) Ghost Red Rain is pretty useless except for basic attack builds, the problem is, even in basic attack builds, people would rather get a way to deal AOE damage than pick this skill, why not add a effect similar to rebound, but this time, Deffense? in basic attack builds, rebound is hard to apply, so with this skill, you could apply red rain + rebound if you are too afraid of dying in Low HP.
D) Last Chance is useless in too many times that is supposed to save you, why not make it so it gives you one turn of immortality instead, but waste claret call on anyone that attacks you? this way you could probably pick someone that is not paying attention to you, but will not let you do much against people that are actually trying to do something to kill you.
E) Ghost needs a rework, yep, not too much of a secret, the class is way too old, why not make it an axes (scythes) based class for people that want to get damaged? Kensei is already sword based (More in Katanas, but more versatility should be given in this matter) also, the next duelist class hopefully will be a spear based one, Dragoon probably, so this would be a perfect opportunity to get the duelist weapon triangle!