Greetings,
I appreciate all of the posts discussing the Twilight Scythe. I'm especially thankful that there was feedback that was both for and against making adjustments.
I also saw posts that were extremely emotionally charged that didn't offer reasons why they didn't want it to be changed. Though I have taken note of your feelings, I cannot use posts with these types of statements and feedback as reference, regardless of whether or not they are for or against adjustments.
With that said, based on the feedback we have received, the development team has looked into this again and has decided to make adjustments to the stats of Twilight Scythe.
Looking at each job individually, there are variations in what they are good at and what they are not so good at. (This would be the aspect known as job characteristics.)
These variations are altered through the addition of equipment/items and through job adjustments, and linked to the compatibility of content. Furthermore this is linked to the variations within a job itself.
These variations are a matter of degrees and will become a topic of where we draw the line; however, there are various methods to perform adjustments.
For example:
Adjustments to jobs
Adjustments to equipment and items
Adjustments to content
So on and so forth…
With that said, we feel that currently dark knight’s level of variation is much higher than that of other jobs, and since it seems that you share the same understanding we have come to the decision to revamp the stats on Twilight Scythe.
While we are still fleshing out the specific adjustment plan, we are thinking about the below:
- Add a risk to the weapon, such as when equipping Twilight Scythe, every time an attack is made, you lose HP (overlaps with the effect of Soul Eater)
- Add the effect as an enchantment which would decrease the frequency of it activating
- Have the effect activate at a constant rate only when remaining HP is below a certain value.
Additionally, make it so the rate is increased depending on the amount of HP left.
In regards to other weapons and weapon skills that deal non-elemental damage, we feel that at the current point in time they are within the allowable range and will not be adjusting them.
Also, in regards to the power of elemental magic, once we have performed the revamps we will make a decision for this. (Of course, we will be letting you know about new adjustment plans and ideas as we go.)