Wait, Magic Guns got reverted back to higher WP in 1.40? Oh dear.
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Quote from: silentkaster on August 10, 2016, 03:54:19 pm
1. I think your arguments more pointed out, at least to me, that the Rainbow Staff is a bit overpowered more than I see the other staffs underpowered.
Quote from: silentkaster on August 10, 2016, 03:54:19 pm
Thinking more about the elemental rods, it actually kind of saddens me since they proc Nether spells. These prevent the weapon being utilized effectively since in order to proc, you'd want low brave, but for the whack damage, you want higher brave. I have to think about that a bit more as they don't go well with each other.
Quote from: silentkaster on August 10, 2016, 03:54:19 pm
2. Distribute is almost useless on TM I'm afraid which would why I'd be against swapping it. The scholar, due to the Lore spells and the popularity with absorb, is probably the right home for distribute (perhaps Wizard too.)
Quote from: silentkaster on August 10, 2016, 03:54:19 pm
I'm not totally against [Priests] losing Flails since they did gain books, but eh, would want something to replace them, and preferably a non MA weapon.
Quote from: silentkaster on August 10, 2016, 03:54:19 pm
4. A lot. But it depends on the unit. Monks are probably the best at using their own skill set, tied only with Dancer in terms of being able to PA stack. But it becomes arguable when you look at other skills. For example, any of the Cross skills require Equip X which means they must now build for that in addition to losing Attack UP or Concentrate (with the barely notable exception that they want to bag Southern Cross). The tons, while they can couple with Attack Up or Concentrate, now sacrifice W-EV and S-EV and it might be more apt on a Squire, as well as having to choose between 108 Gems to strengthen or some other, more relevant, Accessory. (I won't go over all the different PA skill sets and such, but I think you get where I'm going.)
Also, Monks are already kinda meh on their skillset without Martial Arts as it renders all but Stigma Magic, Revive and Secret Fist (and I think it affects them too but on a much more miniscule scale) from their native skillset very weakened. This sacrifices a support slot to use their own skillset. Even with Attack UP, it just can't produce the same results MA can.
Quote from: dw6561 on August 09, 2016, 10:49:42 am
Lay on Hands:
I found it difficult to make an unfaith raise because I would have to copy the faith/innocent routines, which yake up a lot of space.
Quote from: dw6561 on August 09, 2016, 10:49:42 am
Regenerator:
This reaction triggers on countergrasp, not damage. Steals and such will trigger it. But I think it could be moved to another class if time mage gets more stuff, because time mage is already seeming to be very good.
Quote from: dw6561 on August 09, 2016, 10:49:42 am
Also remember that we sometimes move things to other classes because they would be too good on that one class, aka to make them less easily accessible to a certain class. This is why we moved overwhelm to bard/dancer, because it was a bit too good as a grab and go for lancers. If we move something like 1/3 of mp to time mages, it might be a bit too much since they are already fast (11-12 SP without trying) and can cast haste/slow 2 at 1/3 the MP Cost.
Quote from: Barren on August 09, 2016, 11:12:59 am
What if we give time mage short charge and summoners keep 1/3 of MP?
My reasoning is that firstly, it gives the TMs and summoners their respective support abilities and would even out the JP cost. Secondly these changes should extenuate their strengths as a class. Time Mages are fast and with the proper setup with short charge they become efficient disrupt/support units. Summoners have a high MP pool and with 1/3 of MP you can add on some high HP equips to make up for their low HP. And with move-mp up and/or MP Switch summoners are more viable as casters.
That's just me. Feel free to disagree if you want, it's only a thought I had since I read Gaignun's post
Quote from: silentkaster on August 09, 2016, 11:32:15 am
6. Only thing that I can agree with you on is Muramasa being a one hit "death" and it's only equippable by a class that has 3 move and not much ability to improve upon said move. Black Staff's Bio 3 I've always thought was meh, but it can be attractive I guess, especially if it procs Undead. But other than that, these weapons serve purposes. For example, Silver Bow is probably one of the bows that a Samurai could arguably be better with than the Archer and requires 70/70 to be used potentially well. Meteor Rod encourages 2S mages which also might need to be 70/70 and having just one is not a 1HKO.
So...IDK. Increasing proc chances could be alright, but I'd like to see them in action a bit more as they are and see if people avoid or want to select them.
Quote from: silentkaster on August 09, 2016, 11:32:15 am
4. Death- Would probably be okay with it being on Scholar, but not Oracle. I could see the new White Magic, Short Charge, Death Oracles running around and it makes me cringe.
Quote from: silentkaster on August 09, 2016, 11:32:15 am
8. Balance- Not a fan of it going to Scholar, and I don't mind it remaining where it is as Time Magic is a good place for it, especially with Crit Quick remaining as a reaction in Time Magic. However, would be okay with it going to Oracle or (dare I say it?) Lancer as an ability besides Jump. (I expect nobody agrees with me here, but let's face it, you can't argue that the "Jump" skillset is the least diversified of every skill set.)
Quote from: silentkaster on August 09, 2016, 11:32:15 am
Jobs-
1/2. What makes a Priest so attractive is the skillset, not the job itself. So if using a priest, I think that most people would be using it because they can get White Magic and decent MA. I don't mind them being four move, though I don't mind them being three move, either. However, I totally disagree on the Flails being transferred to Scholar (and while you didn't say that outright, you suggested it by using moves from their skillset). They can equip the Prismatic Rod and Poison Rod, both of which well outshine their respective flails and cover more ground. It's true that Priests don't get a lot of use out of them, but I guess it is there so that you can have a melee priest without having to buff PA too much. The four move at the moment complements this and I'm sure we'll see at least a couple people make priests like this.
Quote from: silentkaster on August 09, 2016, 11:32:15 am
3. Cannot agree here, either. Monks are great PA attackers but their equipment is limited. They can't equip a real weapon (bags which means if the AI derps and goes for a bag whack, and we've all seen it happen more than once, you might be losing a turn), they can't equip anything but bands and clothes (where real choices have to be made now) and because of these, it's a fine balance now making a monk. I would be more for lowering their base HP before touching their PA because while they are a good choice, and arguably the best choice, for many PA builds, they're simply not versatile enough to lower their PA in my opinion.
Quote from: White Knight Wiegraf on August 09, 2016, 02:10:21 pm
Diamond/Platina Shield
By swapping "properties", are you referring to their evasion? It's probably slightly easier to adjust that than the absorb properties, as it doesn't involve taking away the shiny new palette that Platina Shield has.
Quote from: White Knight Wiegraf on August 09, 2016, 02:10:21 pm
N-Kai Armlet
+ HP is possible on an accessory, but not without using up unused body/head slots (which we have only 5 of left), or entering ALMA territory which is something we really want to avoid.
Quote from: CT5Holy on August 10, 2016, 02:58:07 am
Hey Gaignun, hate to trouble you, but I believe a while back you posted a potential rework of Punch Art such that its damage wouldn't be quadratic -> Punch Art becomes more accessible to non-Monks. Do you happen to remember your proposal? Obviously, without Punch Art receiving some sort of buff, Monks won't be too happy about going below 12 base PA.
Quote from: White Knight Wiegraf on August 08, 2016, 08:48:37 pm
My idea was (and still is) to make Meteor deal a flat 200 damage (in anticipation of an eventual actual Meteor ability).
Quote from: gatebuster202 on July 30, 2016, 06:38:12 pm
Either nerf the speed or the PA equation by .2 - .25...
Quote from: silentkaster on July 27, 2016, 10:58:09 pm
Removed sticky from the Team Building tool until Gaignun gets a chance to update it.
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