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  1. #20
    Player
    Roxus's Avatar
    Join Date
    Apr 2012
    Location
    Shirogane
    Posts
    181
    Character
    Ryuuko Souha
    World
    Jenova
    Main Class
    Samurai Lv 90
    Quote Originally Posted by ShimAoki View Post
    Honestly I don't think a max ranged potency gain would work too well, most end game content is designed around stacking as a party on the bosses butt until mechanics require otherwise. Most fights the group moves as a collective. Something like this would warrant an unhealthy gameplay style that would punish healers and I doubt it would do enough potency to warrant the "healers adjust" blm mentality. I think that walking casts are a step in a more progressive direction but adding max range potencys would lead to the old "This fight is unfriendly for mch" which has plagued melees and other roles in the past, thus leading to some tiers being deemed role friendly or not. It's not a bad idea, but I don't think it'd work well in a pve enviroment especially on a savage and ultimate level, it could also lead to more casual players that are healers feeling stressed about dealing with these players. If a system like this were to exist however, I do think it would be better suited to a placeable turret, where positioning it far out but not out of range, could be rewarding.
    It's the opposite, you get closer for the potency, introducing risk of killing your melee. Having the potency max out at max range wouldn't solve the problem.
    Edit: Forgot to add, you can have a role skill added to remove the distance requirement or have it tacked onto Hypercharge. Doesn't have to be the whole kit either affected by distance. I'm basically imagining a shotgun or the potency of the magic bullets to diminish the further you go. I'm not going to say "this is the right solution", but I've thought this would at least be worth testing.
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    Last edited by Roxus; 04-22-2022 at 01:43 AM.