12-30-2016, 10:24 PM
This is a thread most specifically aimed at certain Hit and Evade effects that I feel are a bit too overbearing right now.
Hit Bonuses:
Galren (Magnetize equal to half Earth Damage for 3 Rounds, longer with the Geomancy talent)
This probably needs it the most, maybe a quarter damage instead of half and even then it really should have a maximum cap of say 50 at the very most to stop excessively high bonuses from Charge Minded spells.
Bloodhunt (+1 Hit per 1% of opponent's missing HP)
Even after the nerf, I still think this is too good, perhaps it could be halved to +1 per 2% missing HP.
Blessed (+Scaled FAI Hit, additional +10 with the Devotion Talent)
I really like Blessed but if you build FAI and you want to hit things, it's a no brainer. I think it should probably be half FAI.
Focused Mind (+25 Hit with Guns when Charged, +50 Hit when Overcharged @ Rank 5)
Gunners already build Skill so this just compounds their accuracy. I'd say it should be lowered to +3 per Rank instead of +5.
Magnet Shell (LV Shell Power*5 Magnetize for 6 Rounds, +40 @ Rank 3 with One Overcharge)
This can be a scary shell for dodgers, the only saving grace is you have to hit them but once you do, you won't be missing anytime soon. I'd say bump this down to Shell Power*3 for 3 Rounds instead. (+24 at Rank 3 with One Overcharge.)
Aerial Attacker (+Scaled SAN + 5 Hit when Airborne)
Corbies are incredibly good at hitting things because of how much benefit they get from SAN since it's compounded by Golden Eyes which gives +1 Hit per Scaled SAN after 20. At 40 Scaled SAN, they'll get a combined 65 Hit for being Airborne. How about it scales on half SAN?
Bright Bishop (Glowing equal to half the damage dealt for 3 Rounds)
I think it's too strong since it's tied to damage, what if X for this Skill is equal to Rank*5 instead of half the damage?
Zugzwang (+5 Power, +25 Hit @ Rank 5 vs Feared enemies)
Prophylaxis (+22 Hit @ Rank 5 for 2 Rounds when you take Scaled WIL+9 or less physical damage)
These two aren't so bad alone but BK can access both of them and they already have access to Bright Bishop and Flatfoot so they have plenty of things that make it easy to connect. I think one of these effects could stand to be changed into something that isn't a hit bonus. Perhaps Prophylaxis increasing Critical instead?
Armor of Eyes (+UL Hit, Max: 19)
Staff of Eyes (+UL Hit, Max: 24)
Again, on their own, they're not too bad but they're an easy choice for amplifying hit stacking. Could perhaps not be able to stack with each other or the hit bonus being negated if Blinded? Maybe both?
Flanking Bonus (+Scaled GUI Hit when not attacking their front)
I feel like the addition of this mechanic unfairly skewed things in Accuracy's favor on a count of no new mechanics being added for Evade. I'd say either halve the GUI scaling outright or at least from the sides.
Evade Penalties:
Flatfoot (-15% Evade @ Rank 5 when Bashing enemies until their next turn)
Felhook (-3% Evade per SS until their next turn)
My biggest gripe is probably the %, we've all seen with old-school Kensei how strong %s can be. Bash is a 1M skill so it's pretty easy to just throw it out whenever. Felhook is a lot more limiting to be fair and Boxer doesn't benefit so much from the effect.
Perhaps -20 Evade for Flatfoot, despite being a Main Class Skill and it only lasting until their next turn, it is a cheap 1M move.
And -5 Evade per SS on Felhook? It can be a tad stronger than most sources but it's also more situational.
Evade Bonuses:
Fortune Wind (Scaled LUC + 13 Evade @ Rank 5 for 3 Rounds)
LUC is already a stat utilized for Evade, Fortune Wind only compounds it's effectiveness. I'd say it should be halved but perhaps +1 duration to compensate and of course, a stronger secondary effect. (Damage equal to 3x the Evade bonus + 120% Wind ATK?)
Distortion (+50 Evade @ Rank 5 for 3 Rounds)
It has no stat requirement so there's really no reason for an evasive Spellthief to not grab this. I'd say cut it down to +30.
Protection from Arrows (+40 Evade vs Bows @ Rank 5)
While Bows certainly have it easy on the hit department. This is a bit of a screw you, especially when Martial Artists already get Unarmored Prowess. I'd say halve this effect.
Green-Scale Tunic (+1 Evade per 1% of attacker's missing FP, Max: UL*2, 38)
Getting a person down to 38% of their FP is pretty easy during a fight with this armor. I think to make this fairer, it could stand to be +1 Evade per 2% of the attacker's missing FP. Still strong but takes longer to get to that point.
Hit Penalties:
Blind (-100 Hit, -50 with Blindfighting)
Blind being so strong makes Blindfighting a necessary evil for basic attackers. It's also pretty unfair from a PvE perspective. Basic attacking monsters that get blinded and have no autohits are rendered useless while some monsters (looking at you Winged Guardian) can give a lot of trouble earlier on with Blind.
Like a lot of these suggestions, I'd say reduce it to -50 Hit and have Blindfighting reduce it to either -25 or -30.
Bright Shell (Charge: -Hit equal to Charge Power*5 (-60 with One Overcharge and Rank 5 Charge Shell) for 2 Rounds)
This has a similar problem to Magnet Shell, I'd say this effect should be updated, how about it creates an area of Light Shafts around the target of LV equal to Charge Power*3 (36 with One Overcharge) for 3 Rounds? Not only is it not as powerful, unlike the old effect, you can move out of the Light Shafts to avoid the penalty.
Smoke Screen (-50 Hit @ Rank 5 for those standing in it)
Smoke Screen is a bit of a weird one to me. I feel like it could be halved but perhaps instead standing in the smoke doesn't just give you a hit penalty but an evade bonus as well. How about -25 Hit but +25 Evade? I think it would make it a bit more tactical.
Yomidori (-30 Hit on opponents who attack or damage you)
My biggest gripe with Yomidori is the fact that it applies even if you miss a basic attack, I think it should only take effect when actually damaged. Other than that, I think it can stay how it is.
Hit Bonuses:
Galren (Magnetize equal to half Earth Damage for 3 Rounds, longer with the Geomancy talent)
This probably needs it the most, maybe a quarter damage instead of half and even then it really should have a maximum cap of say 50 at the very most to stop excessively high bonuses from Charge Minded spells.
Bloodhunt (+1 Hit per 1% of opponent's missing HP)
Even after the nerf, I still think this is too good, perhaps it could be halved to +1 per 2% missing HP.
Blessed (+Scaled FAI Hit, additional +10 with the Devotion Talent)
I really like Blessed but if you build FAI and you want to hit things, it's a no brainer. I think it should probably be half FAI.
Focused Mind (+25 Hit with Guns when Charged, +50 Hit when Overcharged @ Rank 5)
Gunners already build Skill so this just compounds their accuracy. I'd say it should be lowered to +3 per Rank instead of +5.
Magnet Shell (LV Shell Power*5 Magnetize for 6 Rounds, +40 @ Rank 3 with One Overcharge)
This can be a scary shell for dodgers, the only saving grace is you have to hit them but once you do, you won't be missing anytime soon. I'd say bump this down to Shell Power*3 for 3 Rounds instead. (+24 at Rank 3 with One Overcharge.)
Aerial Attacker (+Scaled SAN + 5 Hit when Airborne)
Corbies are incredibly good at hitting things because of how much benefit they get from SAN since it's compounded by Golden Eyes which gives +1 Hit per Scaled SAN after 20. At 40 Scaled SAN, they'll get a combined 65 Hit for being Airborne. How about it scales on half SAN?
Bright Bishop (Glowing equal to half the damage dealt for 3 Rounds)
I think it's too strong since it's tied to damage, what if X for this Skill is equal to Rank*5 instead of half the damage?
Zugzwang (+5 Power, +25 Hit @ Rank 5 vs Feared enemies)
Prophylaxis (+22 Hit @ Rank 5 for 2 Rounds when you take Scaled WIL+9 or less physical damage)
These two aren't so bad alone but BK can access both of them and they already have access to Bright Bishop and Flatfoot so they have plenty of things that make it easy to connect. I think one of these effects could stand to be changed into something that isn't a hit bonus. Perhaps Prophylaxis increasing Critical instead?
Armor of Eyes (+UL Hit, Max: 19)
Staff of Eyes (+UL Hit, Max: 24)
Again, on their own, they're not too bad but they're an easy choice for amplifying hit stacking. Could perhaps not be able to stack with each other or the hit bonus being negated if Blinded? Maybe both?
Flanking Bonus (+Scaled GUI Hit when not attacking their front)
I feel like the addition of this mechanic unfairly skewed things in Accuracy's favor on a count of no new mechanics being added for Evade. I'd say either halve the GUI scaling outright or at least from the sides.
Evade Penalties:
Flatfoot (-15% Evade @ Rank 5 when Bashing enemies until their next turn)
Felhook (-3% Evade per SS until their next turn)
My biggest gripe is probably the %, we've all seen with old-school Kensei how strong %s can be. Bash is a 1M skill so it's pretty easy to just throw it out whenever. Felhook is a lot more limiting to be fair and Boxer doesn't benefit so much from the effect.
Perhaps -20 Evade for Flatfoot, despite being a Main Class Skill and it only lasting until their next turn, it is a cheap 1M move.
And -5 Evade per SS on Felhook? It can be a tad stronger than most sources but it's also more situational.
Evade Bonuses:
Fortune Wind (Scaled LUC + 13 Evade @ Rank 5 for 3 Rounds)
LUC is already a stat utilized for Evade, Fortune Wind only compounds it's effectiveness. I'd say it should be halved but perhaps +1 duration to compensate and of course, a stronger secondary effect. (Damage equal to 3x the Evade bonus + 120% Wind ATK?)
Distortion (+50 Evade @ Rank 5 for 3 Rounds)
It has no stat requirement so there's really no reason for an evasive Spellthief to not grab this. I'd say cut it down to +30.
Protection from Arrows (+40 Evade vs Bows @ Rank 5)
While Bows certainly have it easy on the hit department. This is a bit of a screw you, especially when Martial Artists already get Unarmored Prowess. I'd say halve this effect.
Green-Scale Tunic (+1 Evade per 1% of attacker's missing FP, Max: UL*2, 38)
Getting a person down to 38% of their FP is pretty easy during a fight with this armor. I think to make this fairer, it could stand to be +1 Evade per 2% of the attacker's missing FP. Still strong but takes longer to get to that point.
Hit Penalties:
Blind (-100 Hit, -50 with Blindfighting)
Blind being so strong makes Blindfighting a necessary evil for basic attackers. It's also pretty unfair from a PvE perspective. Basic attacking monsters that get blinded and have no autohits are rendered useless while some monsters (looking at you Winged Guardian) can give a lot of trouble earlier on with Blind.
Like a lot of these suggestions, I'd say reduce it to -50 Hit and have Blindfighting reduce it to either -25 or -30.
Bright Shell (Charge: -Hit equal to Charge Power*5 (-60 with One Overcharge and Rank 5 Charge Shell) for 2 Rounds)
This has a similar problem to Magnet Shell, I'd say this effect should be updated, how about it creates an area of Light Shafts around the target of LV equal to Charge Power*3 (36 with One Overcharge) for 3 Rounds? Not only is it not as powerful, unlike the old effect, you can move out of the Light Shafts to avoid the penalty.
Smoke Screen (-50 Hit @ Rank 5 for those standing in it)
Smoke Screen is a bit of a weird one to me. I feel like it could be halved but perhaps instead standing in the smoke doesn't just give you a hit penalty but an evade bonus as well. How about -25 Hit but +25 Evade? I think it would make it a bit more tactical.
Yomidori (-30 Hit on opponents who attack or damage you)
My biggest gripe with Yomidori is the fact that it applies even if you miss a basic attack, I think it should only take effect when actually damaged. Other than that, I think it can stay how it is.