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I'm moving this idea over from a thread with many other suggestions so it has its own. To keep it brief, Kensei passives that reduce hit and evade are far too powerful. Contrast Touki and Sakki with Fitting Form, which requires specific itemization, and there is no contest. Everyone who wants to stack dodge or hit (almost always) has to take Kensei to counteract other Kenseis from dodging/hitting them.
The majority of preexisting feedback can be found back on this thread:
http://neus-projects.net/viewtopic.php?f=7&t=1809
To provide a concrete example:
"[url=http://neus-projects.net/viewtopic.php?p=9330#p9330' Wrote:Kameron8 » Wed Sep 16, 2015 12:50 am[/url]"]
To put this into perspective, I did a hit comparison against a kensei/magic gunner with Ghost/MG and Kensei/MG respectively.
With fitting form, my hit chance with two pistols was 35%. If I hit, yomidori would reduce that to below 0%. Simply by equipping kensei instead, the hit chance went up to 85%. That '15%' ends up completely skewing every hit and dodge build in the game.
Kenseis need buffs to their damage and offensive capabilities, so they aren't just a walking subclass for passives or hooked spearhead go karts. However, the passives they do have need to drastically be toned down.
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Kensei passives are pretty ridiculous, I can achieve almost triple the hit of Fitting form(which you have to build a weapon around) through the use of Kensei Passives, whilst on the other end I almost never use Kensei offensive skills either, because the passives are way too good and the offensive skills kinda lacking for anything other than 8 range Hirazuki with hooked spearhead.
But other than that, Kensei passives need to be nerfed to static values, with how high Hit and Dodge stacking can get, the achieved values are pretty ridiculous.
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I'm willing to make adjustments if people want that. I'd like to hear some ideas for alternative values.
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I think I already said it in the balance fu movie thread but why not just make them flat values? I.E 15 instead of 15%. Yomidori removing 30 hit instead of 30%... Kensei's offense would need some fixing too though.
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Yeah, I'd be fully in favor of the static values if they got a little more going for them offensively. As it stands, those passives are 90% of the reason to use Kensei, and without them, Kensei has very little value as a class.
*loud burp*
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Ghost is better than Kensei even after the Wraithguard nerf, so I'd like to see a way for this to be accomplished without turning it into another generic autohit class for STR whores.
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They'll still be better dodgers, along with having FP regeneration. I say downgrade their percents to static numbers as said before for their passives. To make up for this, give their offensive skills 100% scaling instead of 80% with katanas, and let their offensive skills be used with non-katana swords at 80% scaling.
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Increasing the STR scaling on the autohits and decreasing the incentive for them to actually attack is just going to make the class into Reaver 0.5 (with Fleur)™, making Ghost (which already does everything else better than Kensei) the undisputed champion of actually hitting things.
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"[url=http://www.neus-projects.net/viewtopic.php?p=9558#p9558' Wrote:Sawrock » Sat Sep 26, 2015 1:29 am[/url]"]They'll still be better dodgers, along with having FP regeneration. I say downgrade their percents to static numbers as said before for their passives. To make up for this, give their offensive skills 100% scaling instead of 80% with katanas, and let their offensive skills be used with non-katana swords at 80% scaling.
Does that mean Sacred Arts would be buffed for Katana users as well? It scales 75% STR to 100% STR usage at the moment.
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I misunderstood Sacred Art, so forget my suggestion with scaling. Unless buffing Sacred Art is actually good to do.