It's been stated that 3.05 will be a big balance sweep, so please submit all your balance requests here with stated reasons... list the Job as a header in Bold, pleasefeel free to use my format for uniformity if you wish
Disclaimer: it goes without saying that some number balancing may be in order in lieu of adjustments
GAMEPLAY
MACHINIST
Blank - remove potency
Reason: less incentive to utilize it to enhance DPS (healthier gameplay, less frustration)
Gauss Barrel/Wanderer's Minuet - recast time down to 10s & even quicker activation/deactivation response
Reason: I know the intent isn't to allow frequent 'stance dancing' but 15s feels overly long; more dynamic/enjoyable gameplay; even after improvement, still feels too clunky to toggle on/off
Hot Shot - change to "Ability"
Reason: so it no longer consumes Ammo, we have enough potential for 'wasted ammunition' (no free proc) already between Clean Shot/Lead Shot & our Job is already crippled enough by the slightest of mistakes; this wouldn't hurt
Reload - reduce cool down to 45 seconds
Reason: helps to smooth out those dry periods where the unlucky ones get 6+ missed procs & promotes more enjoyable/rewarding gameplay; also lines every other Reload up with Wildfire, far cleaner gameplay
Split Shot/Slug Shot/Clean Shot - increase potencies from 140/100/100 to 160/100/100; increase bonus (proc) potencies from n.a./180/200 to n.a./200/240
Reason: helps to make up for the lost potency from Blank, further rewards effective ammo-usage, & makes Cleaner Shot more impactful (a huge plus for pulling off an ammo'd finisher!); also injects a little more power into Split Shot's with no proc so they feel less disappointing
Promotion - redesigned; split into two abilities, "Jolt" & "Surge"
- JOLT: Disables a turret's attack mode. Turret will instead create a 20-yalm radius TP regeneration field. Caster MP is slowly drained while active. Cannot be combined with Surge. Attack mode is reactivated upon reuse. Hypercharge Effect: Regeneration potency is doubled
- SURGE: Disables a turret's attack mode. Turret will instead create a 20-yalm radius MP regeneration field. Caster MP is slowly drained while active. Cannot be combined with Jolt. Attack mode is reactivated upon reuse. Hypercharge Effect: Regeneration potency is doubled
Reason: it's counter-intuitive to disallow the use of MCH's TP regeneration mechanic while utilizing it's Bishop Autoturret for AOE (MCH chugs a lot of TP while using its AOE abilities). Conversely, it doesn't make a lot of sense to disallow the use of MCH's MP renegeration mechanic while utilizing Rook Autoturret
Suppressive Fire - increase range to 10y
Reason: nice, 'low cost' improvement; I feel it's deserving
MONK
Perfect Balance - activate the proper form from last weaponskill used upon expiration
Reason: has always felt incredibly clunky/unintuitive to force a form-drop
NINJA
Trick Attack - effect still triggered when positional not met
Reason: it's far too punishing to negate the effect when the positional isn't met
ANIMATIONS
MACHINIST
...at minimum, the Gauss Barrel attachment's color/tip should match that of the weapon equipped. Beyond that, certain weapons should have unique GB attachment designs.
- Gauss Barrel Attachment Recolors
...could use some extra flash to it... maybe make it like a plasma bolt or something?
- Gauss Round Animation Buff
...execution abilities should look awesome... this looks like nothing; maybe a crosshair pops up over the victim's head & a sharp, tracer bolt passes through ("BOOM, HEADSHOT!")
- Heartbreak Animation Buff
...thought it'd be some sort of "hunker down" or snipe stance but we just stand there. The attachment is neat-o but this simple change would really boost the animation IMHO
- Kneeling Gauss Barrel Animation
...the shot feels very pewny... could be beefed up a bit (thicker beam, less time spent on tilting the droid/more time on hyper-beam effect)
- LB3 Satellite Beam Animation Buff
...would be incredibly awesome for it to have some kind of kindling effect & an ensuing combustion of some sort... would help with MCH's underwhelming visuals overall
- Wildfire Animation Buff
MONK
Forbidden Chakra - add a persistent "super saiyan" that grows at 1/3/5 stacks
Reason: awesome doesn't need a reason
NINJA
Stealth - default to weapon's unsheathed
Reason: it looks silly to have the Ninja's Stealth animation default to a slow walk... makes more sense to default it to a creeping stance with the option to sheath weapons thereafter