1 month ago
2
242
I had to split that long-ass post Citadel, it was breaking the thread :PInteresting read and I will re-read it properly and give any comments but first I want to release the next update since it's going to be game changing for nearly all jobs and most will probably need some tweaking anyway.Guys, please keep your posts here on-topic and don't start flaming or I will start hitting the delete button.
Soul Blade Assemble: Reduce Hit chance to at least 10%
Range: should only apply to range skill, not melee skill as well.
Increase CD of the skill to at least 20sec~25sec gap between the time of the buff gone off to the time they can use it again (up to Sedy if he decides to change it or not)
- Chilled tempest Penetration 2/ Aeolian Strike: Reduce the duration of the skill to 2/3 sec
Reduce the success chance of the skill itself to at least 30~40%
Besides that, can just exchange it to -% def instead of making it absorption
- Tempest Slice 3: Change it back to 0.5sec. It should just happen as interruption like tempest spear/ Typhoon of Sorc, not a full sec and last for another sec.
- Soul Blade: Flash: Reduce Hit chance down to 10~15%
Range: Should only apply to range skill only, not melee skill as well
Atsp: reduce down to 10%
- Soul Blade: Ruin: reduce the all def down to -10k.If Sedy can’t work out the solution for it to apply only on range skill, it is better off reducing the range down to at least 100 ranges extra for Soul Blade: Assemble and about 200~250 range for Soul Blade: Flash. There is absolute no reason why a Melee Semi Range should be able to beat Range class in range of hitting whatsoever reason.1 extra thing I want to talk about is that, Soul Blade: Executive. I was wondering why would they need another extra debuff buff. I am not agree with this reason is because other heavy class get another 1 or 2 they should get it too. I could say the same thing for other classes, for all of their buff, debuff, etc… skills. Mail classes (Dagger user) never have a debuff buff skill to begin with. There should be no reason at all for Soul Blade get their hands on another debuff buff skill. I am just gonna leave it at that since Sedy already applied it but give it a thought.
We can wait a bit more until sedy fix the ignore defense back to the correct %. Then we can see if it works better for Crus or not.
Soul Blade:
After update, this class has become way more OP than it is compare to the OP of the previous class.
+ Medusa Strike: remove buff (6 efficiency) and 3 sec root
+ Tempest Slice: 3 sec root and -65%
+ Glacial Spike: 3sec root
+ Soul Balde: Abyss: 2.5sec
+ Iron Grip: 1sec root + Pull
+ Glacial Spike: 3 sec Silent/Paralysis
+ Tempest Slash 3: 1 sec interrupt (this skill always last for 2 sec not just 1)
+ Soul blade: Omen: 4 sec Silent/Paralysis
- Other stuff:
+ Soul Blade: Ruin: -20k all def
+ Glacial Spike: -50% def (100% success debuff)
+ Soul Blade: Promise: 50% reflect, 2% heal/sec and 20% Mv last for 12 sec.
Why am I proposing Adjustment for Soul Blader?- First of all, Rooting skills determine that they have ability to keep a person in check whenever and wherever they want. With that in hand, running away from them is a No No. On top of the rooting ability (which has successful chance at least 80~100%), Silent and Paralysis really do their job well in compliment the Rooting ability. Unable to run and reposition is already suck, however, unable to use skill to defense yourself make it worse. The total amount of time that they can silent/paralysis continuously is 8sec with 1 round of 3 skills. By the time it wear off, the 2nd round of 2 skill should kick in and do another 5 sec of silent/paralysis which make it up to total of 13sec. With high attack speed and amount of temporary Attack speed invoke buff. Within 13sec there will be a massive amount of output dmg deal on the opponent without having to worry about opponent to fight back. Does it sound really reasonable?
If it does sound reasonable, here come to the next one. -40% absorption in total of 2 skill 1 last 6sec and 1 last 7sec. It is a total guarantee to hit at almost full output dmg on opponent since most of the classes absorption won’t even pass 50% (except when they on absorption buff and/or pot which is cap at 90%). Enough to prove how unreasonable it is, isn’t it?
Chilled Slash 2: 15% physical absorption and last for 20sec with only 7sec CD. That is a great boost and last so long isn’t it? Even though it’s a skill that is developed from 2nd skill page, this is a way too long temporary buff that benefit too much on dmg taken for Soul Blade. With short CD, I think the % success should be low not around 70~80ish % success.-
Soul Blade: Assemble: 350 range? What is Soul Blade now? A ranged dps? That is a way too much buff arrange on a class that is supposed to be Melee with Semi Range not a “oh hey I will become a RDPS and range you all with all of my skill and there is nothing you can do about it” for other melee and “oh you are casting? I am so sorry to interrupt but I am going to range silent you all* to Magic Rdps class.
35% hit chance is a way too much increase for ANY CLASS in game. It is supposed to be hard to hit Mail class because they have nothing much against other class except their physical/magic eva. Before update, Hit chance is hard to build without removing other stat, but isn’t it now taken to be granted because of this buff?-
Soul Blade: Flash: Another Range/Physical hit and Atsp increase taken for granted. Now all classes gonna be having some fun being sitting duck looking at Soul Blade because they can just range you from somewhere over the rainbow until that 12sec of buff gone without missing a hit. (120% increase hit chance in total with 2 buff and a rope)Here is my proposal to make it become a balance class.-
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