24 March 2014 Crecentia Suggestions
1. Design: I would like to see my scythe on my back.
2. Gear: mooooar Agi pls or at least fix the Hit/Dodge thing. PAttk on Weapon like Pre Aov
3. Evanesco Rework: Thought of a buff, (that can be casted on Players for example: You are in a5 man team and your Evanesco is lvl 5 = 10%. You cast it on a second player. Both players will now reflect the dmg, but for 5% and so on.
4. Imperio and Mayhem Rework: -Either make Mayhem a Debuff Skill, that can be casted when Imperio is active on the target.
-Or Mayhem can be randomly triggered, when Imperio is active on the target.(At least once)
-Make Imperio a range AoE like Evanesco, for better control of the skill
5. Levicorpus Rework: - Def Buff should be always triggered (On Jump)
- Sleep Debuff should be applied on the Impact, when it hits (Right now, it is only applied if you are standing next to your opponent.)
- This is only an extra, but the Sleep Debuff should removed all currently damaging Dots on the opponent. (CC Purposes and such.)
6. Awaken: Return the 100% Heal. No discrimination please.
7. Earth Worm: Add the description that it roots the caster for the duration of the animation. (I'd like the rooting to be removed, but it would make us Crecs more Op so meh)
I'm not sure if I am the only one who wants a Dot Timer on my Interface. I have the urge to track my Dots.
Thats it for now, CnC and such..
1: I really absolutely love that my lil Cres does NOT carry around that scythe out of combat. I would be rather upset were this to ever change. Going all "Hammer space" with the scythe is something I really love.
2: Our PAtk really isn't as bad in the end as some make it sound (the formulas make it so that you need a lot more MAtk to match up to PAtk, which is why our MAtk values are way higher). This is probably why people don't even realize that Bram Gush is a PAtk skill. However, I agree that this might be a flaw in the formula as it is still left with the presentation that PAtk is worse for a Cres automatically. Additionally, instead of throwing around random Agi-type stats to fix the Agi factor of our class, it might be way more efficient to simply change the way the Agi formulas work, so that this automatically is way more balanced. This level of change would fix a lot of PvP behaviour honestly too, making PvP a lot more open to skill sets (only thing then left to consider is how efficient Crucio and Contingency's DoTs are compared to Furn). Overall, in both cases of stats, I think the flaw originates from the original formula.
3: The ML Grade of Eva is an AoE effect, applying the skill to multiple targets at a max of 20%. A simple and direct conversion from a enemy debuff to an allied buff is still probably the most efficient application of this skill. They could even get crafty and make it a self buff which levels 6-9 apply a "while within ?m from 1-4 allies, closest 1-4 allies also share this buff", just to apply a similar effect to how the skill seems to want to work (it seems to want to focus on self). The max level would apply to "all allies while they are in range". Effectively saying this would then be like a damage reflection aura by level 6. This at a 20% reflect would be suitable enough for it's design. Spending 10 points on this however... might still be a costly process. The offset might simply be that the skill "isn't doing enough" and should have something similar to Levicorpus (the original effect + a small additional bonus feature). What this additional feature would be however is completely up to dispute, I personally have no immediate ideas on it (it should follow the same theme at least).
4: If Imperio targeted Vigor instead of Haste, first off, that would fix a world of things with this skill set. Doubled cooldown of skills in pvp, while still retaining a double wait time for mob attacks, and suddenly Imperio is absolutely perfect. Mayhem might be improved if it did something like "One of the targets (randomly picked) affected by Imperio has silence applied (100% guarenteed chance here) for 2/4/6 sec (based on skill level)." The weird attribute seems to be both a counter for it being an aoe and a comparison to stun skills (which are usually at 3s durations). Revoking the AoE factor to make it reliable on one target is one possible solution, but I suspect that a much longer duration is out of the question (they want it similar to stun skills). As such, unless people want it reliable on a single target, Mayhem is probably left best the way it is (the "Contingency" idea would do this well too, using the same design above, as well as the next-hit buff idea in some design of the same). Imperio being applied to Vigor is really the only thing needed to attain visible results with this skill.
5: Levicorpus is honestly perfect the way it is. I see no reason for changing anything honestly. Some classes get this same defense buff with no additional sleep effect. It is similarly a clear close range design that honestly works well (so the application of sleep shouldn't be changed either). Additionally, revoking DoTs on sleep I suspect would break more than it would fix, so I really don't like this idea.
6: Some people think that since Awakening gives new skills, that it should no longer heal. However, Awakening does not give new skills, instead one has to learn them on the side manually with added skill points. Death Grip thus is a Burst skill (contrary to most classes having their spike skills), in which in the small window of Awakening it is available without much of a cooldown, but after awakening it's down for an extended duration. The number of uses in a 10 minute window is actually on par with Tempest. A burst skill is an interesting design (and probably one which should have been more common, other classes might be entertained with a burst skill system too), but should not revoke fair design for equal par transformations. However, I do agree that our Awakenings actually yield more benefits than other Ymirs. The solution however I believe should be reversed. Instead of giving Awakening healing, revoke all Ymir healing and then give a class-based unique benefit for each Ymir form (similar to our defense buff and SM's heal buff). Such should solve this adequately.
7: This effect is really common across a plentiful number of skills for all classes, and mentioning each case of such would get rather messy (Tempest used to do this too). Making clear which ones apply and which don't really isn't an important thing to worry about, as there are even other plenitudes of unique behaviours in other skills which could be tracked like this, but honestly would only yield mess. As such, this isn't really important either, and in fact is probably more undesired.
8: Easiest way to achieve this would be to see debuff duration remaining on your selected target (which occurs in some games), though this can be considered unfair in some ways. However, I think the simplest way to address this issue then while not giving away status durations on the target is to use a flicker animation. The way things are now on the character is how things are normally, but when there is 10 seconds left the debuff would flicker with some sort of animation showing the debuff is almost gone. In the last 3 seconds, this would intensify. If the animation had a 1s loop, that makes it really easy to figure out.