Well criticism is always difficult, isn't it ? (giving and taking alike)
That aside, i think status defects is a thing in this game. What sometimes is nice makes problems if used too often.
As you stun , or silence enemies with certain stuff ,the effective time is going to get smaller until immunity for a short time.
It is a nice idea to have more control in certain situations, but i am thinking if the current damage meta will be fitting to the design.
Don't get me wrong, support due to status defects is a nice thing, but the main place for it will really be pvp because many bosses are immune to anything like stuns , silence and stuff.
The goal would be to balance them to not be way too overpowered and at the same time not to weak in any spot of the game.
There could be ways like rdm based debuffs that dont suffer from applying them too often to a target, but that would be way too strong i guess. But i think you get the idea what i mean.
Damage wise you cant say okay this skill has too low potency or too much. It always depends on what can come together if used correctly.
And i guess the main idea is to have your enchantment most of the time on your blade, and if it expires or you use it up for some effect, you want to reapply it as fast as possible.
because your physical attacks you want to use are gaining most of their power because of the enchantment. (if i get everything correctly summed up)
And while it should be some melee type of support (bard) it should still have a little bit more of defensive stuff for itself , as well as slightly more damage, because it has to stick at the back of the boss and make a world of hurt.
Correct me if i am wrong, but in my opinion ranges have higher means to evade aoe attacks than melees.
And while the feeling how this class should feel is clear, balancing needs to start somewhere. And i would start by defining the exact means of where the damage comes from ,because thats the current meta of the game and the jobs main role. Then create the rest around it. But of course the exact mechanics have to be set in their basis, so you have to decide if, for example you would like to include gathering stacks of different elements into that class, or if you really care about another class having this system that is not even clear if it would come at any time. And still i think at least, even if this system is used already for some time, but you can still use it slightly different fitted to what the class wants to do.
For example warrior already gathers stacks, or summoner gathers stacks like eatherflow. What i want to say is, it is regardless what another class does, if you have the idea what a class could be then make it like you imagine, in the end it plays out different for each class, depending on the whole set. So choose what you think is right![]()

Reply With Quote





