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Siege.4520

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  1. This class needs a serious overhaul. there are alot of things wrong with it already. For one, Pistol offhand should be removed from the class. The specializations has no incentive, as is, to even use your normal weapons, outside of rifle or bow, for when you can't or should not be in melee. The standard weapon skillset for the gunsaber is just not good. You kept all the Greatsword skills in some way but you took away any of the functionallity that makes them good skills. Your auto-combo is fine. Box standard and nothing special. Auto-combos usually aren't. as for the rest of the skills: Second: Blooming Fire: A standard cleaving attack with small explosions that deals damage in a cone infront of the player. Problem? Feels weak. Both in aesthetics and damage. It hit's three times, once for each explosion but there should be a fourth hit for the swing itself. Third: Artillery Slash: A cleaving uppercut that impossibly fires the gun at the target. Again, ignores the blade strike and only registers the gun shot. To be honest, this skill looks stupid. It makes no sense at all with the weapons functionallity. This skill needs to be reworked as a whole. My suggestion is to change it to a charged, targeted ranged attack. It would gain damage the longer it was charged. Piercing all targets at max charge. Kinda emulating the draw stance. (Maybe add a sweet spot to end the skill with a button press for even more damage) With this rework to the skill, it would be more fitting for a fifth slot skill and should be moved to such Fourth: Cyclone Trigger: This skill is the only skill that hits for both melee and ranged aspects of it. This would be good if it wasnt just a less effective version of the Chains skill for Guardian Greatswords. In my opinion, to fit more in theme, this skill should be replaced. An idea i had for this slot was One-Two skill that first thrusts the blade forward, forcing a bleed for X seconds and then a secondary explosion that is either radial or a cone. either works. Fifth: Break Step: This is your melee gap closer/escape skill. it should not be your fifth skill. Switch places with Artillery Slash and adjust it's cooldown to be more appropriate and that's it. Everything else is fine for this skill. Next, your number skills: Combat Stimulant and Flow stabilizer are fine. These skills perform their principle functions in the build and do not need any alteration. Your two wall skills however, is needlessly tedious. One, was fine. Just combine the two (Maybe add a combo to it like other walls?). But then what do you do for the fourth skill? A skill that enables the potential of a Damage Over Time implimentation into the build comes to mind. Example: Dragonfang Ammunition: 30 second CD, .5 second cast, Your next two ammo skills add X power to the attack and apply a Bleed that deals damage over eight seconds. Next, the Flow mechanic. The draw stance is not the problem itself. It's that You have to charge it twice. Once, before and once after activating the draw stance. I get the fantasy you're aiming for, but mechanically, with the rest of your game, it doesn't fit. My recomendation is making the ammo you have for Flow be the cost for each of the new skills you gain in the draw stance. Each Dragon Slash costing those ammo charges. Except for Flickerstep and trigger guard. Next, the specialization choices themselves. The first tier is alright except for Unseen Sword. As mentioned earlier, there is currently no reason to switch off your Gunsaber except for when melee is impossible/highly suggested against. So a cleave when you switch off your primary weapon to your fight phase weapon is wasted. It should be replaced. Here's the suggestions i have for specialization choice changes: Unyielding Dragon: Remove everything off this and make the Unblockable attribute innate with all dragon slash skills. Change it to "You have a X% chance to not consume the ammo cost of any skill" this would not be just your normal skills but your draw stance as skills as well. Flame Shell Burst: It does what it already does but also changes all bleeds caused by skills and explosions to burns instead. Or adds them, allowing for a more damage over time focused set up. Unseen Blade replacement: Scale Rounds: explosions now cause victims to bleed. With everything costing ammo (maybe its the type of gear given to test with) it seems like the damage numbers are a lil low for such a mechanic. with the cooldowns for gaining charges is as long as they are the damage could be a lil higher. Mabye 10-15% more? Also, i really can't stress how much tying offhand pistol to this class as it currently is, is a waste of the weapon as a specialization exclusive weapon.
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