02-24-2019, 04:43 PM
Daggers grow into an increasingly worrying position, most of their viability relies on fleur and duelist heavily, which CAN be fine, as a lot of games tend to allow branching out into a more duelist-y feeling path with daggers. (Being able to fight alongside swinging daggers rapidly, parrying attacks etc.)
But this reliance on duelist has grown too much and has started to shunt them into an unfavorable position when it comes to exactly what classes are viable with them, one could argue that dagger dance would normally allow them to critically hit twice and still perform another action, thus giving them usefulness with every class, but I fail to see this as ever the case, simply put you gain too much mileage from carrying One Versus One, Eviter and Fleur, combined with possibly pairing a dagger with a sword for mobility sake. (Sidecut with flottement is one huge example.)
Now I will not deny that VA has received some tools that helped its physical counterpart quite a lot, both in viability and synergy, void flight has quite a few interesting combos you can do, extend void can have some fun interactions with certain buffs, and vanishing strike definitely helped it immensely in setting up a kill, I'd wager it competes as one of the best skills in the game.
Shooting now to the point of the thread after hopefully conveying my thoughts on the position of daggers properly, I'd like to see a buff to their damage somewhat, not very huge damage changes but enough to start causing daggers to actually be set into a comparable position versus a Duelist's damage, daggers actually can't gain a lot of SWA comparatively to a sword or an axe or a spear, which is why they fall off really hard in comparison, so much so that a vorpal fang or dancing shiv built with 50 or 60 GUI in mind can end up dealing only marginally less or more damage than a sword can.
Pictured here is a high SWA duelist versus a high crit damage VA, both have comparable offensive stats (50 STR vs 50 GUI, 144 SWA vs 97 SWA),the sword ends up dealing very comparable damage despite the sword duelist only having 15 GUI, the damage of other weapons has gotten so conventionally high that the niche of using daggers has been erased almost entirely, not to mention daggers end up having a very poor hit rate for some reason or another, I can't exactly tell why.
I hate to go into such a long winded explanation for actually just minor number adjustments, and I actually apologize for it, but I felt I sort of needed to in order to make a point, nevertheless, here are the changes I propose finally: (Explanations in spoilers)
Rogue Changes -
Dagger Dance changed from 20% damage on secondary hit to 30% damage on secondary hit.
VA Changes -
Deadly Arms now provides a Rank * 4 hit bonus to dagger type weapons as well.
Backstab changed from Rank * 2 bonus damage on backstabs to Rank * 4
Spellthief Changes
Mystic Dagger - Now deals magic damage instead of physical damage.
But this reliance on duelist has grown too much and has started to shunt them into an unfavorable position when it comes to exactly what classes are viable with them, one could argue that dagger dance would normally allow them to critically hit twice and still perform another action, thus giving them usefulness with every class, but I fail to see this as ever the case, simply put you gain too much mileage from carrying One Versus One, Eviter and Fleur, combined with possibly pairing a dagger with a sword for mobility sake. (Sidecut with flottement is one huge example.)
Now I will not deny that VA has received some tools that helped its physical counterpart quite a lot, both in viability and synergy, void flight has quite a few interesting combos you can do, extend void can have some fun interactions with certain buffs, and vanishing strike definitely helped it immensely in setting up a kill, I'd wager it competes as one of the best skills in the game.
Shooting now to the point of the thread after hopefully conveying my thoughts on the position of daggers properly, I'd like to see a buff to their damage somewhat, not very huge damage changes but enough to start causing daggers to actually be set into a comparable position versus a Duelist's damage, daggers actually can't gain a lot of SWA comparatively to a sword or an axe or a spear, which is why they fall off really hard in comparison, so much so that a vorpal fang or dancing shiv built with 50 or 60 GUI in mind can end up dealing only marginally less or more damage than a sword can.
Pictured here is a high SWA duelist versus a high crit damage VA, both have comparable offensive stats (50 STR vs 50 GUI, 144 SWA vs 97 SWA),the sword ends up dealing very comparable damage despite the sword duelist only having 15 GUI, the damage of other weapons has gotten so conventionally high that the niche of using daggers has been erased almost entirely, not to mention daggers end up having a very poor hit rate for some reason or another, I can't exactly tell why.
I hate to go into such a long winded explanation for actually just minor number adjustments, and I actually apologize for it, but I felt I sort of needed to in order to make a point, nevertheless, here are the changes I propose finally: (Explanations in spoilers)
Rogue Changes -
Dagger Dance changed from 20% damage on secondary hit to 30% damage on secondary hit.
VA Changes -
Deadly Arms now provides a Rank * 4 hit bonus to dagger type weapons as well.
Backstab changed from Rank * 2 bonus damage on backstabs to Rank * 4
Spellthief Changes
Mystic Dagger - Now deals magic damage instead of physical damage.