02-25-2023, 05:15 AM
(02-25-2023, 03:44 AM)Shelpies Wrote: HOT TAKE.
Armed is the current BEE'S KNEES. Everyone either uses it or hates it.
Rather than outright nerf it, my suggestion would be shifting the power budget around across different spells.
Power Smash - Lower to 15sd, if not 14sd.
Reasoning - Currently, Power Smash is perhaps one of the easiest spells to land in the Armed Spell Tree. Not only does it pack enough punch but the cd makes it well worth it. Even before the buff to its current sd, people always tended to grab Power Smash due to its ease of landing and its damage.
Precision Slash - Lower the DRAG/PULL range. Currently, Precision Slash is relatively easy to land due to its immense pull and intense pull. For its damage and size, the pull itself can make it much, much stronger and deceptively 'smaller' than its actual range due to the suction force.
Fatal Strike - Increase the cd by 6-7 seconds. Rather than lower the damage, increasing the cooldown will make Fatal Strike one of the make-or-break spells that will give the fun juice (dopamine) to those who could land it. Increasing its cooldown will make it so that missing it can be harder to recuperate from rather than just being able to cast it again within 15s~ seconds. Landing it will be good, but it ceases to become a technique that you could constantly use and not suffer from. Timing will become more important for it.
Quickdraw - Lower the duration on Quickdraw by .5s ~ .75s which will make the timing on it tighter. Due to the range in itself being long enough for the retaliation, it is arguably the best gap closer for Armed users on top of being a one-hit invul. It can also be used, with proper timing, to blink to an opponent through their DOT or AoE, something that makes it very, very great as a gap closer.
Now, with the main offenders for Armed being indicated with their own spell adjustments (mostly nerfs, as one can see), the power budget can then be invested elsewhere without putting too much into them.
Dash Strike - Potentially have the dash speed scale to the user's speed. Another potential option would be, actually, to have Dash Strike change based on the armed stance used. With Ifrit, you could have it so that one can animation cancel out of it with another spell to stick to the combo element of Ifrit. With Garuda, you could have the speed be increased somewhere around Fatal Strike's speed to indicate Garuda's speed. With Fomorian, you could make it so that the user is CC immune / KB immune with extra DR during the dash itself. Which in turn would make it so that Dash Strike takes into consideration the chosen fighting style of the armed user.
Double Slash - Double Slash is really good, but it has a fatal flaw: its animation speed. Making the animation speed faster will make it worth while, though there's the issue of having to land it -- that will mostly be the skill element for it.
Galeforce - Forgotten. Left unused. Left untouched. Major rework on Galeforce is possible, by first changing the element to Physical instead of Wind. Making it stun for longer, too, might bring the spell back from being unused as it will be a great combo starter / extender with the sole cost of having to land it. Which will make it more skill intensive.
Sweeping Cleave - The baby Power Smash, that is arguably much harder to land than Power Smash. In my opinion, Sweeping Cleave should be the one receiving the SD boost to reward those who could land it. Instead of its 13sd, making it 15sd-16sd might make it the better high risk, high reward spell that, if you could land, it'd slow the opponent and deal bigger damage. The hitbox makes it tricky, but also makes it perfect as a high risk tool.
The overall goal with this would be to tighten the high risk, high reward of the Armed tree rather than the current state.
ARMED USERS FINALLY EATING AND U WANT US TO SUFFER SHUT UP SHUT UP SHUT UP AHHHHHHHHHHHHHHHHHHHHHHHHHHH