Upping white damage seems rather boring, and would change nothing about how the job plays and/or how the player base will view it. There is an extreme lopsidedness to our auto/ws damage ratio in general nowadays, so it would take an absurd boost to white damage output (think like +200% or more,) to make any significant impact on how little importance it has.
The idea that I came up with with my ls sounds a heckuvalot more fun and potentially impactful.
New merit: Hayasugi (literally means "too fast" XD)> Gain 5% of your Dual Wield as Store TP per merit. Relic augment; +2% per merit.
Simple to understand, simple to implement from the dev's end, and much more impact overall than a static/passive/tiny increase to white damage. This would shake things up, force everyone to re-examine the job's perceived viability for group content and open up new gearing opportunities as it would offset/negate the DW overcap penalty. Proposed numbers might need a downward adjustment since +35% of DW as STP is probably overcompensating a bit, but anything equal/higher than +3%/+1% per merit would enough of an impact to be most definitely noticeable.
Not quite perfect, but we had a hard time coming up with a clear one line description for modifying base delay for the TP/hit formula that had as much impact. "Increase TP gained by x% of your base weapon delay per merit" sounds like it would work too, but felt like it was more likely to broach OP levels by continuing to avoid picking up additional DW from gear, and wouldn't cause any changes in potential gearing choices or gameplay beyond an increase in ws frequency.


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