Cart Boost for Genetic vs. Mechanic
Posted 25 September 2010 - 03:43 PM
I don't see a problem with Cart Boost, it's about time the class learned to do something useful and unique with their cart anyway. As stated, it position lags, the movement is jerky, it's a third class skill and, thus, should be better than the transcended Master Smith skill.
Also, remember, it won't fit into everyone's skill build. In order to get the cart skills you'll need to sacrifice some of the plant skills. I'd say that's a fair trade off.
I don't think the issue here is Genetics being overpowered (it's going to be damn expensive to be overpowered)... Rather the Smith class just lacking.
Posted 25 September 2010 - 04:04 PM
As I've said before, trans skills are not necessarily weaker than third class skills, in my opinion, they should serve as compliments, as with Rune Knight and Royal Guards.
But by your logic of third class being beyond trans class, shouldn't mechanics have been given the cart skills instead of genetics?
But yeah, Mechanic is just kind of a garbage class. Everything sounds pretty neat, but in practice really sucks.
Posted 25 September 2010 - 04:12 PM
Just because the Mechanic is lacking doesn't mean it should be taken out on the Genetic.
Posted 25 September 2010 - 04:35 PM
And the turrets are really really lame in practice.
Posted 26 September 2010 - 08:17 AM
So now a "hit them in the face in a couple ways class" gets crappy damage and support stuff?? wtf?!?!
I might as well just not use my MS and make an alchie now...this is so backwards i don't even have words for it...
Posted 26 September 2010 - 08:31 PM
I can appreciate the increased cart space, genetics do need that. As for the cart boost, if they had called the skill something else (rather than jacking the MS name) would it still have been a problem? Like if it was a summon skill that gave them that level of speed/atk.
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