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Class Balancing: Archer and Magic Gunner
#1
This is the second thread on rebalancing the classes currently in the game. I have discussed these ideas with several people, and these threads are the things we all agreed on. This thread covers Archer.

1. Cripple Arm now only removes access to the subweapon slot on a critical strike. Cripple leg only causes the target to lose Move on a critical strike. The stat subtractions for str/ski and cel apply even if it does not critically strike.

Justification:
Cripple Arm and Cripple Leg are two of the most powerful crowd control abilities in the game. Several people are entirely unable to fight after losing their subweapon (which, you could argue is their fault for relying on it so heavily), and even more people can no longer reach an archer after being struck once with Cripple Leg. To keep these unique effects powerful, we shift the most debilitating effects to be less guaranteed on targets without immense dodge. (Usually, the fighters who can not dodge either cripple attack have high crit evade).

2. Longdraw and Gust Arrows no longer stacks together.

Justification:
Currently, archers can fire at people from over the maximum distance anybody can run in one turn. This could potentially be fine out of context, but with the skills Archers (and Arbalest, since you're using a bow) have, you're stuck in a 16 range game of keep-away with reduced move, traps that slow you, and a blowback cannon / heavy tackle to the face if you manage to actually close the distance. This dials down the max range possible by a small amount.

3. Fortune Wind dodge bonus is capped at Rank * 10 evade.

Justification:
Fortune Wind is by a large margin the strongest potential evade buff in the game. Run on a Redtail or someone who installs, this dodge bonus can creep upward to 70 or 80 evade, making the person essentially untouchable. This change will not effect the vast majority of people, since their luck does not go that high, but it will clip the extremely high power ceiling of the spell.

4. Sonic Shell no longer inflicts hesitation. Instead, its shell effect is "Deal Shell Power * 2 unresistable Sound damage." Furthermore, its overcharge effect changes in two ways: First, the area of effect sound damage is no longer unresistable -- the target's Resistance stat will lower the damage taken. Secondly, the Knockdown effect will only effect the primary target shot. It will not knockdown in an Area.

Justification:
Sonic Shell is the undisputed champion of all bullets in the game. It does the most damage with the best damage type to the most people, and inflicts the three most debilitating statuses imaginable. Simply shooting someone with a rifle forces a target to hesitate 50% of their attacks. Overcharging it silences the target and deals massive damage to all of the people around them, knocking them all down to boot. There is no reason there should be this much power in one shell. This change retains Sonic Shell's valuable damage type, so gunners aren't forced to tickle people to death who bring lightning and ice resistance. Lastly, it keeps Knockdown, which is one of the most potent effects in the game by now. It will undoubtedly still be 'Top Tier' among its buddies. (Rest in peace, Blaze Shell).
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