« on: October 16, 2014, 04:00:04 AM »
I think crossbows are fine. Now that Ultimus bow has been nerfed, I think gastrofitis will see more use once the metagame stabilizes. The only slight problems I currently see are long bows:
A) Atheist Bow can still be range boosted by terrain. Its effect should be swapped with Bow Gun. In other words, change Atheist Bow to Heavy Shot: 12 WP, 5 Range, 50% Armor Break, 10 W-EV and Bow Gun to 8 WP, 4 Range, 100% Innocent or 10 WP, 4 Range, 50% Innocent (both at 0 W-EV).
B) Silver Bow is too strong. It should be 13 WP, 5 Range, +2 MA, everything else stays the same.
C) Drop the MA boosts on Ice and Lightning Bows.
Otherwise, the flexibility of the crossbows (ability to use shields, native PA * WP so there's no need to have a ninja subclass) should easily compensate for the extra WP and range on longbows. Southern cross and kagesougi won't be used consistently even on gastrofitis because the regular attack outranges southern cross and the AI cannot tell the difference between kagesougi and a normal attack (because it doesn't see the status effects being added) and thus will use the two interchangeably.
Damned, turning the veils to "Always" would likely break the game. Wiz used it to create unstoppable dancers a while back. Instead, I suggest:
Persia: 12 WP, 2 Range, 10 W-EV, Init: Haste
Cashmere: 12 WP, 2 Range, 10 W-EV, Init: Prot/Shell
Ryozan: 12 WP, 2 Range, 10 W-EV, Init: Reflect
I suspect Phoenix Blade is currently too good. It could stand to lose all the W-EV or the fire elemental, but I want to see the metagame pan out first.
Thief's skillset simply needs an overhaul because like you noticed, there's really only two useful skills (SH and Quickening).
A) Heretic belongs on ninja. And honestly, I'd rather it be (PA + 70)% Innocent, 3 Range / 3 Vert so it'd be an actual threat. Remove Solution from mediator.
B) Bad Luck is awful now. It currently is worth only 2 CT / 5 MP. The point of it, like the decap axe or the climhazzard dagger, is to threaten even tanks with disaster. The chances may not be high, but they're not supposed to be easy to avoid. If you really wish to keep the CT / MP costs, then delete kagesougi from ninja and make Bad Luck 100% Random: DM, DA, Stop, Blind, Silence.
C) Spellbreaker should be the magical version of Kagesougi. In other words, weapon range / elemental / 50% RemoveBuffs / 5 MP. I suspect being MA-based (and not adding DA) would make it more balanced than Kagesougi.
D) Quickening is balanced by AI behavior. It will only use quickening if your character has no other MP dependent skill. Thus, a quickening thief cannot use spellbreaker, heretic, bad luck, or any of the ruins and cannot be used on a mage.
E) If Thief really needs to be nerfed (I doubt it), then we can give Steal Heart an MP cost so Quickening thieves can't use it.
F) Steal Accessory and Speed Ruin are fine.
G) Magic Ruin is not an efficient spell. Steal Heart and HEretic are both better ways to interrupt spells. Even if the effect connects, the MP reduction often isn't enough to stop the target from using her spell. Thus, I suggest (assuming we delete Kagesougi) that Magic Ruin be changed to Master RUin:
[PA/2] * WP to HP
[PA/2] * WP to MP
Weapon Elemental, P-EVable
1 Range, 3 Vert
Off a dedicated physical attacker, the MP damage will be significant enough to cancel spells while also dealing damage. The low range keeps it balanced. Of course, the Monster Dictionary now needs a new proc. Maybe 50% bizen boat?
H) Power and Mind Ruin I have no idea how to fix.
As for Tornado / Quake, 3 CT and being reflectable should suffice.
If the Asura change proves popular, can we have other underused draw outs like muramasa and heaven's cloud be PA * 9 and 7, respectively?