09-07-2022, 03:15 AM
(This post was last modified: 09-07-2022, 03:38 AM by WaifuApple.
Edit Reason: A bit more insight into what I think of dancer skills
)
I'd just rather we made the middling moves feel good to use, rather than force people to stop using the fun, fluid ones as part of a class gimmick. Give fire dance a more interesting movement style, since you're building a stat that isn't optimal for the class, really. Increase Wind Pirouette's scaling or even just give it some blowback on enemies it hits, to make it not just a smaller, randomer, wind atk scaling quaking tap that may have a minor chance to inflict confusion if you take the infliction skill. Do like... anything with Curtain Call, and idk, maybe make skating spin do on hits as the one dancer move that uses your weapon?
Don't revolve dancer around forcing people to use skills because good ones are being used. Sure, maybe it will balance it, but it will sure as hell come at cost to how fun it feels to use as a class. Sure, right now it is ice slide and thunder steps, but those two moves alone are REALLY fun to use, not even because of high damage, but because they're reliable skills that move in fun ways.
In fact, in an edit, as a dancer main-class, I'll go over why I do or don't use certain moves:
The ones I don't really use:
- Fire Dance. I'm more of a mage build, so I don't really need to build strength to survive, and even if I did... fire dance is just a fire scaling extendable line. I could use any scaling line move and get more hit out of it, and likely be using the same stats as fire dance because STR goes into so many weapons, so fire dance really just brings nothing interesting for a STR build to the table.
- Wind Pirouette. It's a CEL scaling move that in battle usually requires to go in closer than I'd like. The chances of me being a dodge build who starts in range for wind pirouette, and hasn't eaten a whole load of unnecessary damage in doing so are extremely low, especially when dancer has a move that can poke in, and poke out, in thunder steps. A lot of the time, it's not even worth going in with it, either, because that requires you end your turn in danger range. Which again, as an evade build, will just get me killed. It can be situationally useful when a low inflict, high AoE person is on the field, but even then, that confusion is still a gamble and I'm likely just gone by the next turn, so it has to absolutely be worth it.
- Quaking Tap. I'm not a defense build. It's a simple attack that confirms a hit on at least three different people, and is still pretty good on the range, so I'd like to believe it's still alright. Just a matter of not fitting the statline.
Skating Spin. It just isn't that strong, really. It's just another straight line SWA move with random aspects to it. Might be useful paired with a class that is actively using a good SWA weapon, since it's nice for hit, but it is just boring and mediocre.
Curtain Call. It's just underwhelming. Everyone knows this.
Ones I do use:
Ice Slide. Skill is mandatory, and a dancer knows this well, since without weapon hit to factor in, they need all the skill they can get. That makes it very simple to be kitted for. It's also falcon strike targeting, so it is VERY easy to aim. You're not restricted to four directions, so you can venture out towards your opponent a little more without having to reposition yourself in roughly in line with them, first.
Thunder Steps. My main meat, as a lighting build. It has many qualities. Damage is significant, and you can use it strategically. Go all in with all your damage, or poke with one and put some distance afterwards. For an evade build, it's a line of attack you can do in half measures, while still feeling relatively safe space wise at the end of a turn.
Double Dance. It's just cool, honestly. The ability to make an ally do a basic attack on all four sides, or even a charmed enemy... that's just cool. I care not for whether thunder steps or ice slide are more damaging in the situation. The point is that this move is fun to use, and interesting, and I find myself wanting to use it even if not optimal, just because I can. Just because it's there. I also have rose throw because maybe someday I'll be able to rose throw into double dance and it'll be, like the coolest thing.
Idol Steps - It's a heal, basically. Still significant even if you're not building light attack. Anyone who has some room to manouver distance wise will find it easy to use for refreshing themselves in battle. It also comes with charm, so hey... double dance with ENEMIES!
Don't revolve dancer around forcing people to use skills because good ones are being used. Sure, maybe it will balance it, but it will sure as hell come at cost to how fun it feels to use as a class. Sure, right now it is ice slide and thunder steps, but those two moves alone are REALLY fun to use, not even because of high damage, but because they're reliable skills that move in fun ways.
In fact, in an edit, as a dancer main-class, I'll go over why I do or don't use certain moves:
The ones I don't really use:
- Fire Dance. I'm more of a mage build, so I don't really need to build strength to survive, and even if I did... fire dance is just a fire scaling extendable line. I could use any scaling line move and get more hit out of it, and likely be using the same stats as fire dance because STR goes into so many weapons, so fire dance really just brings nothing interesting for a STR build to the table.
- Wind Pirouette. It's a CEL scaling move that in battle usually requires to go in closer than I'd like. The chances of me being a dodge build who starts in range for wind pirouette, and hasn't eaten a whole load of unnecessary damage in doing so are extremely low, especially when dancer has a move that can poke in, and poke out, in thunder steps. A lot of the time, it's not even worth going in with it, either, because that requires you end your turn in danger range. Which again, as an evade build, will just get me killed. It can be situationally useful when a low inflict, high AoE person is on the field, but even then, that confusion is still a gamble and I'm likely just gone by the next turn, so it has to absolutely be worth it.
- Quaking Tap. I'm not a defense build. It's a simple attack that confirms a hit on at least three different people, and is still pretty good on the range, so I'd like to believe it's still alright. Just a matter of not fitting the statline.
Skating Spin. It just isn't that strong, really. It's just another straight line SWA move with random aspects to it. Might be useful paired with a class that is actively using a good SWA weapon, since it's nice for hit, but it is just boring and mediocre.
Curtain Call. It's just underwhelming. Everyone knows this.
Ones I do use:
Ice Slide. Skill is mandatory, and a dancer knows this well, since without weapon hit to factor in, they need all the skill they can get. That makes it very simple to be kitted for. It's also falcon strike targeting, so it is VERY easy to aim. You're not restricted to four directions, so you can venture out towards your opponent a little more without having to reposition yourself in roughly in line with them, first.
Thunder Steps. My main meat, as a lighting build. It has many qualities. Damage is significant, and you can use it strategically. Go all in with all your damage, or poke with one and put some distance afterwards. For an evade build, it's a line of attack you can do in half measures, while still feeling relatively safe space wise at the end of a turn.
Double Dance. It's just cool, honestly. The ability to make an ally do a basic attack on all four sides, or even a charmed enemy... that's just cool. I care not for whether thunder steps or ice slide are more damaging in the situation. The point is that this move is fun to use, and interesting, and I find myself wanting to use it even if not optimal, just because I can. Just because it's there. I also have rose throw because maybe someday I'll be able to rose throw into double dance and it'll be, like the coolest thing.
Idol Steps - It's a heal, basically. Still significant even if you're not building light attack. Anyone who has some room to manouver distance wise will find it easy to use for refreshing themselves in battle. It also comes with charm, so hey... double dance with ENEMIES!
Ending 145: Disappointed in Humanity