first things first kill double turning and like 90% of the hatred for the class is gone.
With that out of the way, I like GS! I think summoners in games are fun, I love minion types, and I think the versatility of youkai having niche passives (as summons) to fight back a variety of opponents is really cool! My favorite thing to do in this game is position Drowned Woman so that people can't AOE me without losing momentum, or walking Wind Elemental into gust traps.
Installing for elemental immunities is kind of lame but it looks like we're moving away from that with every youkai rework so that won't be necessarily the topic here.
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GS is not a weak class. It is however, an outdated one. Most of it's class power budget is in Chain Unsummon, which recently got gutted (as it fucking deserves), but almost the entire rest of the class feels dated. I am not insisting that GS is weak in any way- Youkai are strong, even in the current sphere where they're arguably at their weakest.
However, I think shapeshifter is better at the whole "having youkai on the field and commanding them" bit than GS. It feels like GS' entire class identity hinges on its ability to get 4 youkai out in a turn instead of 2, and literally nothing else.
Here's my list:
YOUKAI TAMER: +25 power to enemies with a Youkai race sounds really cool, and would be incredibly fun to play around now that there's a lot of new ways to play around that, except- It only works on basic hits. Leaving this passive to languish in the realm of weird 80 apt builds and awkward MG setups. If it just worked in general, I think it'd be kind of neat.
SPIRIT WELL: 5 SP for +18 FP. This is the most useless stat passive in the game. I have no idea why you'd ever take this unless you were just autopiloting clicking all the innates while filling out a class.
MISTY DIMENSION: I kindly request someone replying to this find me a single use for this passive. I guess a twin dancing ST/GS would run it for like...sneak attack? This passive blows.
ASTRAL AEGIS: This is a glorified stat passive for +5 Def and +5 Res. While that's good and all, there is very obviously a hole here where this was once a much better skill with interesting ramifications, but was too strong and nerfed into the ground. Aegis Shift is completely pointless I have no idea why you'd spend your time pressing that button.
SOUL CHAINS/JUDGEMENT BLADE: Okay guys I know it's really cool but this combo kind of blows lets be real. More useful for punishing other summoners and people wearing beast bands than it is for it's actual intended combo. However, it's a fan favorite so w/e i'm not too broken up on it.
SPIRIT REGENERATION: don't.
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Other passives/skills in GS that aren't listed here are, in my opinion, solid enough to merit their current state. Even if Encourage could totally be a lot cooler than just a raw stat buff.
This isn't necessarily meant to be a "WE SHOULD BUFF GS" thread, because GS isn't bad. But I want to bring attention to just how lame like 70% of this class actually is.
Status Inflict vs Status Resist has long been extremely polarized. Either you will always fail or you will always succeed with almost no middle ground existing.
This is because of the fact Status Resist is attached to Sanctity, a stat that most races gain extra benefits for and thus almost no characters will willingly build Sanctity on a race that does not get something on top of what you get by default. Yes, I am aware some people will still build things like SAN Humans out of spite but the fact of the matter is the exact same stat spread will perform much better if you alter the race to something that gains a significant bonus for having built SAN.
It becomes problematic when you want to avoid statuses then realize you are not a race that gets anything for SAN. Thus you're faced with the decision to build sub-optimally to have status res or to consider a different race to make it more beneficial. Not to mention the Corrupted that are actively penalized for building SAN.
A potential band-aid fix for this issue would be providing benefits to races that otherwise did not have any SAN benefits prior. So every race (other than Corrupted, thems the breaks) gets something for building SAN unique to them. These races being:
Humans
Homunculi
Mechanations
Every other race in the game gets something for SAN even if it might not be great (reaper/apertaurus made obsolete by Arcane).
I'd envision the SAN benefits being attached to preexisting racials rather than something entirely new, building off what's already present.
Some possible suggestions being:
Human -
Profession - Humans commonly spend long times studying and preparing for a specific type of job. Thus, when buying a 'History' trait, it does not cost a Trait Point. Additionally, stat bonuses gained from History traits are increased by 1+ Scaled SAN/20.
Quick to Master - Humans live in a world where they must constantly adapt to situations and circumstances they find themselves in, which makes them more versatile than other races. They gain +2 class skill points for every class. Additionally, their skill pool size is increased by 2 + Scaled SAN/10, letting them equip more skills at once.
Divine Eyes/Eyes of Elimination - I'm wary of messing with this for better or worse but it's the most obvious pick for giving Humans something that scales with SAN. It's already a bit of an investment to qualify for on builds that want to actually cast EoE instead of only cheesing you with Divine Eyes. Perhaps if Divine Eyes was adjusted but as it stands it'd feel either way too overbearing to buff with SAN bonuses or too punishing to require SAN to use effectively if it was balanced around having SAN to use at its current efficacy. At most, I could see it being a SAN requirement instead of WIL requirement to buy the Divine Eyes tree for now.
Humans are pretty OK as it stands, and getting extra stat points is pretty standard for some SAN scaling benefits ala Kael instinct, so getting 6 stats (8 if you're lispoolian and hard dump SAN) for 38-45~ points invested (accounting for APT bonus) feels pretty fair to me. The skill pool bonus is largely unneeded nowadays but the alternative is more class skill points and that feels a bit much. Having SAN act like a 2nd WIL for skill pool seems in line for Humans.
Homunculi -
Homunculi Physique - An artificially created lifeform. Received healing reduced by 10%. HP per point of VIT reduced by 1. FP per point of WIL increased by 1. HP/FP per point of VIT/WIL is increased by Scaled SAN/20.
Salamandra Flame - Can just get Scaled SAN added to its damage on top of everything else. For a total of 100% SWA + 100% Fire ATK + 100% Scaled SAN.
Wyvern Assimilation - Infused with the blood of a wyvern. 30 + Scaled SAN% status resistance versus Poison.
Salamandra Flame Arts -
Explosion - Dunno what to do for this one that's sensible. Possibly lowering the 50 damage requirement by something like Scaled SAN/2? Or just straight up Scaled San if you want to get crazy with it. Honestly if someone is building SAN and actually critting they deserve the fireworks at that point.
Poison - Make it scaled on SAN/2 instead of GUI and cap it at 20/25. You have to deal a significant amount of damage to even have a chance of landing this it can afford to be higher than LV 15 poison, and you're sacrificing the more consistent Explosion for this. Additionally, another possible change is to have the infliction rate scale with SAN. Something like adding Scaled San/10 to the 5% of your inflict per 10 fire damage. So 50 Scaled SAN would make it 10% per 10 damage instead.
Purification - Easy. Cooldown reduced by Scaled SAN/20.
Amalgama Mutation - There are a lot of different abilities here to consider even if a lot of them are reflavored versions of one another. I think it best to leave the unique class of mutations alone given how powerful they are already, and provide bonuses that are equally effective regardless of what you roll.
With that in mind:
Spell Mutations - Either adding Scaled SAN as damage or amplifying the bonus vs the races it has by Scaled San%. The race damage bonus for these almost never comes up since 10% is negligible for an ability that's 100 SWA/100 ELE ATK scaling. Odds are they'd do more damage casting something else if they're building for Attune Grudge even if they rolled the correct spell, not to mention it cannot be double-tapped due to having a 1 round cooldown, so doubling up on the two being problematic is unlikely.
Support Mutations - These all vary between HP/FP regen and curing status ailments so it's difficult to provide a blanket buff for all of them. My first thought would be reducing their cooldown by something like Scaled San/20 rounds, so you could lower them from 5 round to 3 round cooldowns. I'm unsure if also providing a numerical buff from Scaled SAN on top of that would be overkill. Jorg is already pretty good for self-sustain but it is certainly an outlier.
Please for the love of all that's holy let their own racials heal them fully. Matil's 120 at level 60 gets cut to 108 by default as it stands.
With that aside out of the way: The healing mutations could afford to have Scaled SAN added in full. It's a piddly amount with the cooldown you'd expect on a healing skill. Otherwise the cooldown reduction should suffice for the status ailment recovery mutations.
Status/Element Resist/Weakness Mutations - These are tough since my first thought is to modify the resist values by Scaled SAN/2, but Dev already went already removing every instance of that from prior racials to make resist stacking more difficult. These will likely all be left as is, unless Dev decides otherwise.
Chimera Evolution - This is a lot to cover much like Amalgama Mutation, except every mutation's only similarity is the +5 ELE atk bonus it gives. So offering SAN bonuses will be on a case by case basis for the evolution skills Chimera gets. I'll go over them all individually.
Chimera's Dragon Wings - Unchanged. They don't even exist in Korvara and their biggest benefit is gaining the race-type itself. I can't really think of anything reasonable to have SAN provide without drastically altering the skill.
Chimera's Hot Blood - Intense body heat flows in the Chimera, protecting them from the cold. Gain Fireblood racial type. +5 Fire ATK. Frozen status effects you are inflicted with have their LV reduced by half (or 50 + Scaled SAN, whichever is higher).
Chimera's Fish Tail - Unchanged. Similar case to Dragon Wings, not much here to modify. The flooded water penalty negation is enough as is.
Chimera's Stone Stare/Venom Glands/Starlight Eye - Hard to modify since they're granting an existing skill rather than it being its own thing.
Chimera's Tyrant Paws - Monster-like feet allow the Chimera to traverse the snow. Gain Iceblood racial type. +5 Ice ATK. While you have no Legs item equipped, you do not trigger Ice Sheets, and your Kick skill deals Ice magic bonus damage equal to half of your character level + Scaled SAN/2. Makes for a good alternative to bladed soles for focusing on higher, single-instance damage. Unless this actually applies to rapid kick in which case uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuh maybe not.
Chimera's Agile Flexor - Powerful leg muscles grant the Chimera insect-like agility. Gain Insect racial type. +5 Lightning ATK. Increases Kick's knockback by 1. Additionally, increases damage of kick skills by 10 + Scaled SAN/5. For posterity the +10 is base, I just reworded it. The damage increase is middling anyways but I don't want to go any higher than doubling the bonus here.
Chimera's Fierce Grip - Small nubs on the Chimera's hands allow them to get a painful grip on enemies. Gain Kraboid racial type. Grapple deals Pierce bonus damage equal to half of your character level + Scaled SAN/2 which can critically hit, dealing double damage. Same case as Flexor, pretty unremarkable damage but this shouldn't turn into Painful Grip. Comes kinda close if you can crit but at least you have to crit to see numbers like that.
Chimera's Shark Fangs - Unchanged. Like the tail + wings, nothing here to modify since its main draw is removing the physical stamina cost of eating corpses.
Chimera's Accursed Claws - Likely unchanged. These are one of the few good things Chimera has going for it even if the price to pay is steep and you only really benefit from this if you're committing to making a build centered around Grudge Claws. Amplifying the on-hit Dark damage's scaling by Scaled SAN/2% is a thought.
All Mutations - Possibly having Scaled SAN/10 elemental attack added according to the element being boosted.
Honestly I believe it'll take more of a total overhaul of Chimera to address its issues so all these minor changes may end up being irrelevant when/if that happens. Until then these might help tide Chimera over, combined with the change to Homunculi Physique suggested above.
Mechanations I won't get into the weeds with since they aren't in Korvara so any changes I suggest are highly likely to be irrelevant when/if they wind up being ported over in some shape or form.
These suggestions are merely rough ideas of where to go with making SAN do something for the races (Humans/Homunculi/Mechanations) that currently receive nothing at all for SAN.
I don't think the current state of sneak mines is very fun.
They do too much damage with too little counter play.
Being a melee and just having them spawned on you to instant damage isn't very fun, and a twin dancer or someone with rapid attacks is going to just eat pant.
My suggestion:
1. Give them a 1 turn activation phase. They can't be triggered on this turn.
2. Stop moving them per damage instance and instead double their turn round move.
And if the whole air pressure and sanctuary thing isn't done, that too.
Mixed Bag here, but I gave a whirl at making a cosmetic set for Ruler based around puppets. Not much of a spriter, but they've all got backs and sides, and an icon was even provided, too. I just think puppets are neat, so I've got no complaints about them being just cosmetic - that's the idea, really! As always, Dev is free to use them - if anyone else wants to use them for something else, please do reach out first.
Attacking enemies within 1 range incurs a 20% accuracy and damage penalty, and does blunt damage instead of piercing. However, if it hits, it knocks them back 1 tile.
Attacking enemies beyond 1 range has +10 hit/crit.
Potential skill: Phalanx Formation.
3m, 2cd, 15fp. Must target an ally in melee range. Create counterattack (prophylaxis) tiles everywhere within 2 range of them except within 1 range of yourself. These tiles disappear if either you or your ally move.
Chimeras can continuously trying to refine their bodies through eating remains. This trait will track the amount of times you consume remains. Once you do so 400 times, you'll be eligible to select the Final Form trait.
Quote:Final Form
Requires Evolution Feast to be at 400. You've reached your apex after consuming so many creatures, granting one of your mutations an additional ability. Upon gaining this trait, select one of the races you wish to gain your additional m
Dragon -> Chimera's Dragon Breath (Active)
Targets a line within 4-8 range and its adjacent tiles, breathing fire through it. Deals Fire damage and creates Cinder tiles equal to your Fire ATK for 2 rounds.
Fireblood -> Chimera's Self-Destruct (Active)
Can only be activated if your HP is below 75%. Sacrifice yourself, reducing your HP to 0 and inflicting yourself with Certain Defeat permanently. All enemies within 4 range take Fire magic damage equal to 400% of your Fire ATK, ignoring protection, and are Knocked Down.
Fish -> Chimera's Water Gun (Active)
Targets one enemy within 5 range, blasting them with a high-pressure jet of water. Inflicts the Soaked and Muddy statuses. This attack can critically hit.
Gorgon -> Chimera's Calcification (Passive)
Using Petrification Gaze on an enemy who is already Immobilized and not Blind will also inflict Stun.
Iceblood -> Chimera's Tyrant Claws (Active)
Dash forward to an empty tile. Every tile within 2 range of your final position is covered in ice sheets. Any enemies in your path are struck with a mix of Slash and Ice damage, with a chance to inflict Frostbite for 3 rounds.
Insect -> Chimera's Poison Sting (Active)
Strike a nearby enemy within 1 range with a concealed sting, inflicting or empowering their Poison status and reducing their Poison Damage Resistance by 25%.
Kraboid -> Chimera's Enduring Shell (Active)
Enter a unique Guard stance that attempts to parry enemy attacks based on momentum used (LV = Momentum * 10). On success, Physical Damage is reduced by 50%, but Magic Damage is unaffected. If an enemy attack is successfully parried, perform a Riposte.
Shark -> Chimera's Shark Bite (Active)
Lunge at one enemy within 5 range, delivering a ferocious bite that inflicts Lingering Damage (Pierce) for 3 rounds, equal to 10% of their Maximum HP.
Snakeman -> Chimera's Poison Blood (Passive)
You are immune to Poison status. Each round, regenerate 3% of your Maximum HP.
Spatial -> Chimera's Many Eyes (Passive)
You always count as facing your attacker, regardless of where you are facing, allowing you to parry or counter from any angle.
Undead -> Chimera's Infectious Bite (Active)
Bite an enemy with decaying teeth, restoring 8% of your Maximum HP and inflicting them with Infected for 5 rounds. If an Infected enemy is incapacitated, a Barghest spawns from their body. If they are non-player characters, a dark replica of themselves reanimates instead. (Dark Balrog)
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I made those be the opposite of what the base mutation grants. Snakeman grants an active skill, so it gets a passive instead, etc. Feel free to chime in your own ideas for what this could be.
Firthrowers, and throwers as a category (even if there's only just one right now!) could be so much cooler than just a straight line. They don't really compare in the slightest to launchers (well, jackhammer) for AoE, even if they feel like they're meant to be complements to each other.
So I suggest... making firthrowers and any future throwers attack in a cone shape! Similar to how hyattr breath works right now. That is, it starts in a 3-tile wide line, but after every two tiles, it gets an extra tile wider on either side.
You - three wide - three wide - five wide - five wide - seven - seven, so on.
The base firthrower could be 4 tiles long, for example. But... things that increase attack range, like Gigantic and Long Barrels, could increase the length of the line by 1 instead, the width growing with it. As is, they do nothing.
Base range Gigantic or Long Barrel range Gigantic and Long Barrel range
(Not really a 'balance change', but a new squirt gun thrower that applies soaked would be funny, pls dev)
Field objects are a thing in the video game, but they're extremely rare. I think there would be a lot of advantages to having more of them, as long as they're implemented well.
Having randomized obstacles in a map increases variety, making each battle a little different. It allows you to put your back against a wall, and interact with the objects with skills like turnover and such.
It would also introduce more inherent variety in the maps. If one map type has more field objects, it's going to be advantageous/disadvantageous to certain builds. Hell, this is a tactical RPG. Having obstacles in the maps is core to the experience. I think SL2 doesn't utilize the concept of the MAP enough. Maps are generally the same size, fairly large, and with almost zero obstacles in them. This makes each map feel pretty much the same with the exception of a few more unique ones, and the occasional strange spawn locations. Adding randomly generated walls to most maps will immediately make the entire game more varied.
It would even open up new design space. What if there could be new skills or even classes that utilize field objects? I feel like there's so much potential there. In fact, the more I think about it, it seems like it's a big part of sl2's existing design that isn't being utilized.
And lastly, of course, it would really improve Ruler's gameplay in my opinion. Instead of being focused entirely on digging up stuff in their corner and not moving, they would be incentivized to going around the map to collect things while fighting. I like the idea that certain maps, especially rocky maps like caves, would be an advantage for Rulers. While interior/city maps (where most pvp takes place) would be a disadvantage.
An extra rule to make this work
A field object should never spawn next to a solid tile or a mob. This would make it impossible for the objects to completely block a mob, or block a passage in the map. However, they should be able to spawn next to each other, creating these random walls that aren't connected to the normal map edges and walls. This way, it's never gonna be an issue even if you spawn a lot of them. Just pick random tile on the map, check if it's not dense and not adjacent to dense, or mobs, and if not spawn it, repeat until you put down all the required objects or x amount of iterations were attempted (so it never hangs).
Maptype object lists
The way I imagine this working is that each map would have a type variable. I don't know if this is already a thing but basically we have a list of these "maptype" objects, which are just a name var and a list of field objects. Then, each map would have a maptype var. This would potentially allow custom maps to utilize pre-exising maptypes. So if you want to make a new sandy map, you can use the sand type. Or maybe you could enter the field objects you want manually, which would probably take more UI work. If you use types it's just a matter of giving EMs a verb with a list select. But anyway dev can figure this out.
NEW FIELD OBJECTS This is a totally unnecessary idea but it could be cool for even more variety in battles
Runes
These are non-dense, but can still be dug up for 1 geomaterial.
Range rune: the classic rune from g6, increases attack range if you stand on it. Locking rune: immobilizes you for 2 rounds, but you cannot be knocked back or pulled. (grants a brief immobilize immune after the 2 rounds) doesn't work on bosses. Trap rune: explodes for 100 aoe damage of a random element. Power rune: increases your SWA and ele atk by 10 for 2 rounds
Rocks
Simple rocks that have different effects. Worth 1 geomaterial.
Normal Rock: no special effect. Magmic Rock: creates an indiscriminate explosion for 30 fire damage within 3 range when destroyed. Ice Rock/Ice: spreads ice sheets within 4 range. Sand Rock: blinds anything within 1 range for 1 round.
Valuables
chest that you can attack and it breaks and gives you 100 murai???
Dangerous
venomous/thorny plant?
naturally spawning dense vines? (that one wild elf trait that makes you able to ignore vines would become useful)
pit trap? (trapfinding becomes useful?)
slippery surface?
Nature Tree: gives 1 geomaterial, leaves behind a stump that can be harvested again for 1 more material Bush: Gives +5 defense and +5 evade when standing on it, but it's destroyed Log: 1 geomaterial
MAP TYPES
Here is a list of map types, and what the list of items would look like.
Fire (Tera Flama, Lava Lake)
- 5 magmic rocks
Sand (Beach cave, Lost beach, Wastes, Deep Wastes)
- 4 sandy rocks
- 2 normal rocks
Nature (Lake Halard, Sunken Forest, Most overworld places)
- 4 random flowers
- 2 normal rocks
- 1 tree
- 20% chance of 1 bush
- 1 log
Ruins (Catacombs, Temple)
- 4 normal rocks
- 50% chance of 1 random rune
Rocky (Geladyne mountain, Haunted mine, Goblin cave)
- 9 normal rocks
- 1 gold nugget or crystal
Let me know what you guys think. Of course everything here is just an idea, something for Dev to think about. I think there's a lot of potential with this mechanic so I'd love to see any additions in this vein! Thanks for reading