Dancer is still incredibly OP - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: Balance Fu (https://neus-projects.net/forums/forumdisplay.php?fid=11) +--- Thread: Dancer is still incredibly OP (/showthread.php?tid=9539) Pages:
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Dancer is still incredibly OP - sadbot - 09-05-2022 After seeing no talk of it for a while and being reminded in epic fashion of dancer's insane damage numbers last night in a pvp match, I figured that I would make a fresh thread on the subject. There are a few main points to cover here, so I will try to separate them into their own sections to make what will likely end up as a big wall of text slightly more coherent. 1) First and foremost, dancer's damage numbers are incredibly broken. Like really, they're not even close to ok. I'll give my example from last night, then go into a little more detail: I was hit with a pair of thunder step hits for 112 damage each, if memory serves. Considering that this was through about 57% total magic dr and 7 magic armor, that means that the total damage for that thunder step was around 555. As far as I can tell, there were no damage modifiers at play here besides dancer's own kit, namely dance crits and max/close to max tempo. If you work backwards from there, that means that the baseline total damage for this skill before dr was about 342, give or take 5-10 either way for the somewhat rough calculations. In my experience, 250 total damage before dr would be considered quite high damage for the average 3m attack on most builds except those going down the big number rabbit hole at major expense of other parts of their build. This is more than double that amount when set up, and nearly 140% of that amount at pure baseline with no tempo or crits at all, when that 250 number is usually after all the damage multipliers said builds can muster. This is not even close to okay. As an additional note, this kind of thunder step damage comes from about 72 lightning attack, not even that high by the standards of a class that only needs to build elemental attack for damage and gets a passive boost to all elemental attack that scales up to +12. Taking that into consideration when this thunder step was at or close to max tempo, this build had about 60 lightning attack, pretty mediocre by all standards. My numbers could end up being way off here, but I'm pretty sure it was Appo's dancer and I invite them to correct me if so. Regardless, these numbers are so insanely high that even if I am quite a bit off on something, the point stands. This absolutely absurd damage comes down to two things. Firstly, the pure elemental scaling of dance skills is way too high, especially when you consider that most of them are movement skills with good range as well. Secondly, dancer has more passive damage multipliers built into the class than any other by a large margin, between crits and tempo. Lets look at some of the more common dance skills using the previously mentioned 60 elemental attack, incredibly low by dancer standards, just to make a point:
2) Dancer's have too much in their toolkit. Lets take a look at some of the most relevant stuff here: Bard
3) Dancer's answers to its counters are too powerful and plentiful. The big three are these:
RE: Dancer is still incredibly OP - Autumn - 09-05-2022 As I brought up before in my previous post (https://neus-projects.net/forums/showthread.php?tid=9042), you don't need Impure Element to skyrocket the damage potential of this class, all you need are mage stats generally. The elemental scaling potentiality versus a single target is extremely high, and needs to be toned down, perhaps introducing an element where an opponent will take 50% less damage from subsequent hits may be for the best. But as of currently, this class still has the potential to be able to completely roll you over in a 1v1 scenario on merit of having more damage than any other class. I don't generally agree with balancing around only 1v1 scenarios but this class has it all, also that you can apply the same logic when Dancer manages to catch an isolated target in a teamfight. RE: Dancer is still incredibly OP - renowner - 09-05-2022 First of all I think this was a well written and thought out post. And I do agree that dancers are pushed over the edge due to just everything they get. If it was just a short ranged attack, MAYBE thunder steps could get away with it. But the fact that its also high range, also movement, has no cooldown, and can crit. . . It just gets crazy. The damage needs to be toned down, I think no matter what. (And I also think that impure element has been ruining the game for years and just needs to go, but that's another topic) But other options on top of that could be to give the skills some cooldowns. Or to make it so using the same dance over and over weakens it. After all, a performer who's just dancing the same two steps over and over again is going to be pretty boring to watch! RE: Dancer is still incredibly OP - Snake - 09-05-2022 Or maybe reduce those absurd scalings and make it require SAN too, as intended for a Sound-based class like we'd expect from Bard. They're, as is, a bunch of Skill Mages with those scalings, without the drag limitation of having to use a Tome or SWA in general. SAN is not a bad stat, but SAN also prevents them from bass boosting into specific stats and adding more icing on top, such as Luminary Element or Impure Element. Don't forget that basic hitters get counter-acted by LUC and GUI, so Bard and its promotions should need another form of stat tax, and lo, there you have it, SAN, the juicy boy that'll fix all of Bard's problems. A more basic example of what I mean could be put as simple as: Thunder Steps 60% Lightning ATK, 60% Sound ATK. 70% Lightning ATK, 70% Sound ATK. 80% Lightning ATK, 80% Sound ATK. 90% Lightning ATK, 90% Sound ATK. 100% Lightning ATK, 100% Sound ATK. RE: Dancer is still incredibly OP - WaifuApple - 09-05-2022 Alright, since I've been named here, I'd like to express the numbers provided for my lightning ATK are definitely off the mark. Around 60 at max tempo is absolutely false, and I've brought the numbers I'm running, just to make that much clear. With no Redgull, no Tempo: No Redgull, Max Tempo: Redgull, no Tempo: Redgull, max Tempo: I was always closer to 70 and 80 than I was to 60, even at my lowest point of lightning attack in the battle. That's at least a full 20 more damage per hit considering the way Thunder Steps scales. And that's on the lower end of how much higher than 60 the numbers get. Factoring in the bard passives and healing that REQUIRE an instrument, something Dancer innately does not need whatsoever, and is unlikely to be bringing with them, is a bit odd to me regarding their merits, as while yes, the technical possibility is there, it is not exactly likely - the weapon a dancer carries is more than likely to be tied to whatever other class they're running, rather than just an instrument. Dancer having a way around the counterplay of immobilise is fine, honestly. Curate has a counterplay for silence shutdowns, and so, to an extent, does mage. This is just how I believe it should be, rather than giving them no options to deal with things that literally render the class unplayable. Scalings may be a little high, but to be honest I don't even think that in all cases. Regarding thunder steps specifically, the attack falls properly in line damage wise with other stuff if you consider it hitting two people. The problem is that the attack can be used to double-tap one person. One tap and retreat, or one tap on two people... is fine, damage wise, honestly, if you were to consider the damage potential of other things if you look at them as an AoE. Idol Step is a bit of a monster, to be honest. The healing's still quite alright without even building faith, and spiriting it means you get a whole extra tap of damage. Even now with damage being cut on further hits, it's really good - a must have even if you're not even built for it. And if you are... well, oh boy. Some things could definitely stand for making dancer fall in line, but nothing along the lines of a complete scaling change into San - that seems silly as an idea. Removing stuff from the class, too, doesn't sound fun or interesting for it. RE: Dancer is still incredibly OP - The Alpha Bat - 09-05-2022 Hard pass on the SAN scaling. There's a reason why only a few things scale off it on bard. SAN is a good attribute but it doesn't benefit everyone equally. Humans only get the stats from it and for corrupted it actively hurts their racials. Having it be required on a class would create an anti-synergy with those races. For a game focused on race/class freedom, do you really want that? I'm not prepared to say that humans and corrupted simply aren't as good at being bards as others. Corrupted already can't get Lovely Face and I don't want any more of that blood on my hands. Obviously, some races have worked better with certain classes than others in the past (looking at you, Gain Air) but these classes were never dependent on certain races or, in this potential case, excluding them. I think a more 'outside-of-the-box' approach is necessary here. Maybe something along the lines of giving bard an alternative way to gain Sound ATK. RE: Dancer is still incredibly OP - Trexmaster - 09-05-2022 Dancer is feast or famine similar to how old Quickdraw setups used to be. It gets extremely high damage with the caveat of being susceptible to several easily accessible hard counters. It's worth emphasizing that these disable Dancer almost entirely as a class. Frozen completely shuts down a Dancer's entire kit with no counter play since Rest Beat got nerfed to be a movement skill and thus locked out with the rest of their kit. While Dance Hour can keep them safe from Immobilize/Clumsy for 3 rounds, its lengthy cooldown means if the fight goes beyond that they're helpless if they're inflicted afterwards. Grapple is similar to Frozen but offers the Dancer the ability to use a movement spell or some kind of knockback if their opponent is susceptible to it to free themselves--but unless they use a weapon with a knockback effect escaping a Grapple status will cost them all their Tempo. Not to mention locking other players out of movement is generally powerful in and of itself, against Dancer it has the added bonus of effectively removing their class. Dancer gibbing people as fast as old Quickdraws could is absolutely a problem, but so is how easily they can be Frozen + Clumsy/Immobilize spammed into being unplayable. Their lack of access to +hit is also an issue but that's more of a widespread problem with many classes, though Dancer doesn't have anything that ignores Evasion so they're SoL if their opponent already has or can attain an Evade number of 220-230~ or higher. Nudging down the scalings for Thunder Steps and Ice Slide would be the easiest fixes for the damage Dancer can do, Idol Step is a weird case since it has a long cooldown and is only getting all that damage on one person reliably if there's only one person to hit. A compromise I could see for Idol Dance would be to actually increase its base scaling by 25% Light ATK but increase the same-hit penalty to 75% so hitting multiple targets is more valuable whilst wailing on one person does significantly less. As for Dancer's Immobilize/Clumsy vulnerability, Dance Hour could afford to have its cooldown reduced by the amount of Tempo burned when its cast, as it isn't a Dance skill so it will remove all Tempo regardless at the moment. This means at max (6) Tempo, Dance Hour would go from 10 rounds cooldown to 4. If the status is applied before the Dancer can hit max Tempo the downtime will be higher as a result, so I don't think it'd be unfair. tl;dr Dancer does egregious damage with Ice Slide/Thunder Steps/Idol Step still but doesn't have much else going for it, being easily walled out of their class if prepared for. RE: Dancer is still incredibly OP - Kameron8 - 09-05-2022 (09-05-2022, 05:48 PM)Trexmaster Wrote: Dancer is feast or famine similar to how old Quickdraw setups used to be. I second all of this. RE: Dancer is still incredibly OP - Shujin - 09-05-2022 Idolstep feels to me still more like a finisher more, akin to Curtain call, instead of a build up move. I think its worth considering to have it actually consume your Tempo instead, and maybe balance it around such. I do like to point out a BIG weakness of Idolstep however that flew over my radar aswell, untill I actually made my team lose because of it: It applies Battle rush level 15 (18 with spirit). You'd think that is a buff but the moment that runs out, EVERY skill costs 15-18 more for your teammates. If your team mates do not have tons of Fp and are your average 200~ Fp guys? This actually SCREWS them over. Hard. And I think battlerush is also only for basic attacks? So it might not even benefit them. So I acutally find myself DODGING my teammates more often than not, so I won't destroy them with some heals from Idoldance(which are not even good in teamfight situtions and unreliable, only saving grace being that it also attacks). This is something that you only really realize when it happens, just how BAD that is. Two minor things I like to point out: "A passive +6 stat buff in their base class, the only one of its kind." ->Not true, we have a +6 Ski skill too, in Arbalest. But +6 San is almost useless on Dancer too it's just kinda there and only maybe a little useful depending on race. "a 10% fp reduction to the cost of their base class skills, taking the edge off of one of their biggest weaknesses in rising fp costs as they gain tempo." Only if you have one weapon and that weapon being an instrument, is sort of a strong requirement, and FP costs are still crazy high even with it, but fair. Else I pretty much agree with Trex. I am personally bored of dancers 3 boutton rotation and an occasional rest beat. RE: Dancer is still incredibly OP - Snake - 09-05-2022 (09-05-2022, 06:53 PM)Kameron8 Wrote:I trecond all of this.(09-05-2022, 05:48 PM)Trexmaster Wrote: snip |