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  1. #1
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Caster LB's make sense as is. The mages blow things up indiscriminately.

    Melee LB's make sense as is. They wreck their opponent 1v1 (Yugiri using it in conjunction with Mirror copies aside >.>)

    Ranged LB's is a little off... They shoot in a line and kind of hurt some people maybe?

    Like, where does Ranged LB fit in? It's not good ST because it's an AoE skill so its weaker... It's not good AoE because it doesn't have the coverage to reliably hit the mass AoE targets that usually warrant a LB usage.

    So, if anything Ranged LB is the one that should change.

    Into what?

    Possibly something supporty. Given that seems to be a theme with BRD/DNC and the role actions.

    What kind of support though?

    Defenses and resources are already taken care of with Tank and Healer LB's respectively... So that's out of the question.

    Damage boost? It'd be tricky to balance because either it'd be weaker than Melee/Caster and thus never be used still, or it'll be stronger and be the desired one... I suppose maybe there's some room for having it be more potent than Melee/Caster ones if you can maintain uptime throughout the duration, with Melee/Caster taking over for the times where you need faster burst.

    So yeah... Maybe alter rDPS LB's into providing something like a vulnerability debuff or something that lasts a decent while at a low value. Like IDK 5% for 20s or something? Making it ideal for periods of good uptime on a boss. While mDPS/Caster LB's maintain usefulness for quick burst damage such as before a phase transition, or to finish targets off.
    (2)

  2. #2
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Kalise View Post
    Damage boost? It'd be tricky to balance because either it'd be weaker than Melee/Caster and thus never be used still, or it'll be stronger and be the desired one... I suppose maybe there's some room for having it be more potent than Melee/Caster ones if you can maintain uptime throughout the duration, with Melee/Caster taking over for the times where you need faster burst.
    A party capable of clearing Omega12 is doing 42,000ish total dps.

    Melee Limit Breaks per use are about 370k.

    The Ranged Limitbreak doesn't -only- have to boost damage.

    At 5% increased damage, it takes about 180 seconds to surpass Melee Limit Break, assuming it has the same cast time. To put this down to a sane time limit, we can increase this to 20% (thus reducing the TTP to 45 seconds)

    LB1: Grants 20% movement speed for 30seconds.
    LB2: Grants 20% movement speed and reduces Cast times by 100% for 30 seconds.
    LB3: Grants 20% movement speed, reduces cast times by 100%, and increases damage dealt by 20% for 30 seconds.

    You get to be Ranged!

    And YOU get to be Ranged!

    WE ALL GET TO BE RANGED!
    (2)
    Last edited by Kabooa; 04-19-2019 at 01:45 AM.

  3. #3
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Kabooa View Post
    A party capable of clearing Omega12 is doing 42,000ish total dps.

    Melee Limit Breaks per use are about 370k.

    The Ranged Limitbreak doesn't -only- have to boost damage.

    At 5% increased damage, it takes about 180 seconds to surpass Melee Limit Break, assuming it has the same cast time. To put this down to a sane time limit, we can increase this to 20% (thus reducing the TTP to 45 seconds)

    LB1: Grants 20% movement speed for 30seconds.
    LB2: Grants 20% movement speed and reduces Cast times by 100% for 30 seconds.
    LB3: Grants 20% movement speed, reduces cast times by 100%, and increases damage dealt by 20% for 30 seconds.

    You get to be Ranged!

    And YOU get to be Ranged!

    WE ALL GET TO BE RANGED!
    Maybe throw in some ignore positional requirements somewhere. Given that melee (Aside from SAM) don't care about cast time reductions.

    Sure, Tanks get the short end of the stick, but ehh... Since when have SE ever cared about them anyway...
    (0)

  4. #4
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Kalise View Post
    Maybe throw in some ignore positional requirements somewhere. Given that melee (Aside from SAM) don't care about cast time reductions.

    Sure, Tanks get the short end of the stick, but ehh... Since when have SE ever cared about them anyway...
    I'm sorry, I guess a 20% damage increase wasn't generous enough.
    (0)

  5. #5
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Kabooa View Post
    I'm sorry, I guess a 20% damage increase wasn't generous enough.
    Well, Casters are getting 20% damage increase AND bypassing their one weakness.

    mDPS/rDPS are getting only the 20% damage increase (Also only on level 3)

    That said, this also is very tilted towards RDM because then they can just spam their Verthunder/Veraero constantly for the duration >.>
    (0)

  6. #6
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Kalise View Post
    Well, Casters are getting 20% damage increase AND bypassing their one weakness.

    mDPS/rDPS are getting only the 20% damage increase (Also only on level 3)

    That said, this also is very tilted towards RDM because then they can just spam their Verthunder/Veraero constantly for the duration >.>
    Let me point out that if we added the "Ignore positionals" part, then your criticism is that Tanks, who are ignored in your opinion, don't get anything while everyone else gets to play like them for a short duration.

    Except for, you know, the being able to survive stuff part.

    Tanks don't get anything extra because the only thing they -could- get is extending their melee range to 25y.
    (0)