Quote:The idea of Duelist's Fleur becoming another effect, and critical hits by default giving +2M has been considered at several points. In most cases it was considered to be a crazy idea, and that it would make things pretty horrible. However, a recent discussion in SL2 general amongst community members has brought to light that...
It actually isn't that crazy sounding of an idea anymore.The reason it's being considered is because any basic attack build without Volcanic tends to be considered complete garbage, due to the following factors:-You must invest much more stats in comparison to someone building autohits or magic.
I for one consider it not to be too alien of a change anymore, I used to disagree in the past but given the rise of more basic attacker class setups such as Bonder and Black Knight and Shapeshifter, we're naturally moving into an era where a global fleur is not exactly power creeping anymore.
Quote:List of benefits from the proposed change
- Build creativity is further enabled by encouraging more character builds, allowing for more character concepts to be properly represented mechanically. This also makes it so there's less of a "cookie cutter build" problem (in the sense that, you'd see the less of the same copy pasted setup that makes a particular archetype functional.)
- Critical Evade becomes more important to bulid for, rather than a stat that's considered a 'joke' most of the time. This in turn makes the "mega doomwalls" less appealing to build for, making them put more attention into the Critical Evade stat rather than simply putting all their stats into DEF/RES and worrying for little else.
- You finally get people to stop (commonly) bitching about basic attacks being garbage. This sounds like a joke bullet point, but I'm serious about it. How many times have you gotten a headache over people saying that basics flat out suck? It's hard to really complain about something that's decent or reasonably good (unless you're a certain Evoker enthusiast... I say this bit jokingly and with love don't worry <3)
- You no longer have to nerf so many things into the ground for an entire archetype to be decent. That means you PROBABLY wouldn't have to nerf mages and doomwalls to the ground and go through the headache of sorting out every little thing on that end. If all archetypes are strong, then that means it's pretty easy to have fun in the game. The "rock paper scissors" feeling can stay, but it wouldn't be in a way that's overly apparent to the point you can predict every match up and making watching fights boring. Sure, there would be an advantage, but not to the point that it's so often a guaranteed win on one end I'd say.
- Some classes that are considered kind of weak get a benefit from this. I.E, Boxer's Scharfe (the skill that buffs Critical with Schwarz Sturm) finally gets a more appealing use to it, but that's just a quick mention off the top of my head.
I would like to add one more benefit that sort of falls under rule 4 in this regard, but should be noted out:
-With the rise of basic attackers would mean the rise of dodge builds being considered a lot more viable as a result, given that dodge is in a state where hit builds can and may struggle with their high evasiveness, this would give far more value to a dodgy character, proxy buffing them as a result and allowing them to fulfill their niche defensive effort a bit more effectively, this also gives more importance to not relying entirely on basic attackers in a party comp and may even give rise to supports focused on enchanting an ally's hit vs someone else, the ripples caused by this change would be pretty massive.
Quote:Things to account for if this were to be seriously implemented
[*]Volcanic: You're gonna have to nerf this one if you actually make critical hits give +2M by default, I mean it. Currently it's 100% Fire ATK + Weapon Power protection ignoring damage on Critical Hit, so maybe you could just make it 50% Fire ATK + Weapon Power instead. The reasoning for this proposed change? Because in a world where basic attackers are almost always good, you don't HAVE to use Volcanic and could instead keep it as a thematic enchant or something that you can put on just because without crying about how useless it is.
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Yes this I will have to agree with fully, Volcanic's current iteration has been seen as slightly overpowering, it was a good direction for the enchant, but its power is beyond expectations right now.
Quote:[*]Twin Dance: If this change were to happen, Twin Dance would become the go-to "meta" no questions asked. For reference, this is Twin Dance, the Rogue Main Class passive (https://i.imgur.com/MTFtF1S.png) / So how would we go about preventing it from going bonkers with the aforementioned system? Maybe it could just make it so your second hit doesn't get a critical hit's momentum tracking, but I'm not sure how hard it is to code that in. Maybe it is, maybe it isn't. I'm just throwing out an idea.
I agree that twin dance would become very strong, my general idea for twin dance is that you could just make it so that a global fleur can only proc once, giving added value to twin dance sure but not as hard as initially perceived, this would in turn disallow for 1m movement abuse or 4m skills which is likely for the best all things considering the former of the two.
Quote:Bloody Shift would have to change with global fleur given its purpose would be fulfilled entirely, I'd instead opt in to have it increase youkai evoke damage after landing a critical hit, to maintain the same flow it once did, and prevent further abuse with river sword.
- Bloody Shift: For reference, this is Bloody Shift (https://i.imgur.com/KKQkGcP.png) / I mention this because Phase Fang from Phase Python is a Youkai Evoker that basic attacks and rolls an infliction check to inflict poison while also providing good mobility. This poison can reach LV30, the same as your average Wretched Oil from Hexer. Bloody Shift currently makes Youkai Evokes cost 2M to do, which would turn this into a 2M basic attack that inflicts Poison LV30. If you imagine this in a world where "global fleur" is a thing, you can probably see what I'm getting at. I don't have a good idea for this one chief, but maybe you could make it scale off a fourth of Phase Python's Level so it becomes Poison LV15 max? Or maybe you could just make it so Bloody Shift's exception are Youkai Evokes that make you basic attack. I think the second would be better, frankly, but I'm just spitballing ideas for this one since I'm not so certain. Unless you think Bloody Shift Phase Fang wouldn't get crazy, then by all means, just forget that bit.
Everything else in the thread I agree with entirely, I am of the opinion that a drastic change like this could shift up the playing field in a positive way.