Join Date: Jun 2008
Momi Balances Trickster~!
It's a Friday night (11:35 PM in Missouri) and since I have no social life, I have decided to hide in my dorm and be bored. The result of the boredom? I feel like making my own personal opinions
on how to "fix" Trickster.
These are not actual changes to be applied to Trickster, unless I actually can see the future which I doubt. Most of these are largely skill changes geared towards PvM and PvBoss
that I feel should be changed. May include some random new skills or skill suggestions because I can.
There are two possible "solutions" that I figured for this skill. The first solution is to just flat out remove it. It is complete overkill in PvM/PvB and really as much as I try to avoid it, it's also ridiculous in PvP/GvG. The second solution is to just flat out reduce damage significantly. How? Have the first hit do maybe a quarter of what the first hit does now. You still get a fairly strong skill, just not an auto-ohko move.
Moved to Boxer from Champion.
Rationale: I find it somewhat redundant, or maybe just awkward to have two "Dash attacks" which are essentially the same skill anyways in the same job. If there was an obvious difference between the two, I could understand having them in the same job. Otherwise, I think it should just be moved to Boxer.
Add some second effect to it.
Rationale: With Tetra Punch and Quad Punch obviously out-shining Uppercut and Counter Punch, I feel that maybe Counter Punch should have some sort of secondary effect on it, such as a very short stun. Alternatively, you could just reduce the cooldown of Uppercut by maybe 3-4s so it's actually more spammable in comparison to Tetra and Quad.
Rationale: Aside from Foxes in PvP/GvG, nothing else in the game "hides." What's the point of this skill exactly? If Foxes were an über-good PvP character, I could maybe understand it. But they're not, so I find this skill worthless.
-Tidal Slash, Sonic Slash, Inferno Blade, Earthquake Blade, Tempest Strike, Gale Strike
Halve the mana costs.
Second job Magic Type AoE skills cost about a third of these skills and can be used regardless of your stats almost. A Buffalo or Hybrid Bunny has to itemize for each certain elemental blade.
-New skills: Gaia Blade, Blaze Blade, Volt Blade
Third job skills of the Fire, Earth, and Electric blades added to complement the already existing Water and Wind skills
Rationale: Stated above
-Arrow Rush moved to Bard and Magician
Rationale: It'd still be the same TM cost and mastery card, just you can learn it at TM level 70 since it's too good of a first job skill.
-Blood Testament and Dark Commando
Halve the MP cost and double the duration
Rationale: Oath of Light and Sacred Oath are the Light equivalent of these skills and are more practical for training (heals you over time) and yet they cost half the mana. Increasing duration because short-duration buffs are dumb (increased to mastered Mist of Mana-like duration).
Decrease the mana cost and decrease some power
Rationale: Why would you even get Gravity Crush (and for that matter Withering Disease as well) when it's a long cast and a long cooldown. Yes it deals a lot of damage, but by at least halving the mana cost and then maybe reducing the power by a quarter, Dark Dragons can have a useable AoE.
-Ghostly Whisper and Scythe
Decrease the mana costs
Rationale: Third job mana costs are ridiculous making it unappealing to go Pure. Lowering them would help make them somewhat more appealing
-Scythe and Staff of Agony
Increased damage, better Dark Attribute scaling
Rationale: Given that it takes a decent amount of Dark attribute before they outdamage Dark Lance, a second job skill, I feel that they need more base damage. It's not going to be a huge boost where the third job skills are dominating Dark Lance, but it's going to be that so if they were all similar levels, they would deal similar damage (without Dark attribute for the third job skills).
-Shield of Heaven
Cooldown increased to 80 seconds, duration changed to 60 seconds, reduces damage taken by 10%, some damage taken is absorbed by your MP.
Rationale: I've picked a stance on this skill. Now it will not be up 24/7 allowing Light Mages to dominate the game, but there will be some down-time for it. It also now works like MapleStory's Magic Guard, diverting some damage done to your MP.
-Wind Blade, Electro Attack, Cleaving Terra, Whirlwind
Increase mana cost
Rationale: Magic Types have an abundance of mana. One reason I tend to think that Magic Types are so overpowered is the fact that some of their skills (Wind Blade) are fairly strong, while requiring less mana than most if not all second job and beyond skills. I would probably increase them all to the mana costs of skills such as Deadly Fen and Scorching Earth (which are both ~300-350)
Cooldown increased to 1.5 seconds, targets hit decreased to 4
Rationale: Too strong of a mobbing skill once it can one-hit kill targets
Decrease cast time, decrease cooldown
Rationale: I would probably move it to a 1.2 cast and 2.5 cooldown. Not an incredibly noticeable difference like changing it to a .5 cast and 1 cooldown, but I think it would help.
Make it a damage-over-time
Rationale: So you can constantly slow monsters while your butt sludge is still out. What's the point of that? I'd just transform it into an Earth version of Scorching Earth.
Changed to act like Deadly Fen and Scorching Earth
Rationale: I feel like the whole "stand-in-place-or-else-it's-cancelled" AoE thing doesn't quite work for this skill. The other option is to decrease it's duration as well and just keep it as stand-in-place.
-Scorching Earth (and Deadly Fen and Whirlwind)
Now lasts 9 seconds instead of 14 seconds, will no longer fail as well. Cooldown remains 20 seconds.
Rationale: Lasts too long.
-Remove all AC multipliers in Soul Master and Bard skills
Rationale: Why on earth (lolnopunintended) should Sheep have to be itemizing for AC? It's not even on most of their equips.
-New skill: Elemental Amplification
What does it do? It acts as a Mist of Mana and Bolster Ballad combined. While it does not increase your MA, it does increase the damage output of all of your elemental skills. It also decreases mana costs by another 10%.
-Soul Master Blessings
Changed to passives, reduced damage, altered formula, and removed MD defense
Rationale: For the passive part, they just eat so much mana. If they die out when the shields die out, why aren't they passive? For the removed MD defense, I just think it's somewhat silly that MD blocks it's damage. Though, to counter that the overall damage is reduced. AC is removed from the formula, and LK scales somewhat better. AC being removed goes back to earlier as to why Magics have AC on skills.
Now add DP and MD in addition to elemental resistance
Rationale: I feel that Soul Masters should have some sort of DP/MD boost. Though, the boost is split evenly across shields. The total boost would probably be similar to one Light Shield.
-Add Gun skills to Explorers, and Shuriken and bomb related skills to Inventors
Rationale: It is my personal opinion that there is no real good reason for going Hybrid on a Sense type like there is for the other types. Really, there is no similar gameplay across the two species and they don't really "play" that well together.
Changed from a 20 AC buff to a % AC buff
Rationale: iBiased. I still don't get why Lions have never received a % AC buff. So instead of gambling and potentially having it go to Scientists, just change Gun Booster.
-Bullets and Throwing Items
Make them weightless
Rationale: If Empty Cards can be weightless, then so can bullets and throwing items. I think it's only fair.
-Landmine and Explosive Expert
Increased range and duration, increased mine amount
Rationale: The range is not infinite like it is in some other versions, however it will be significantly increased. I'm thinking max range is about the distance between that gap in the Trial maps, if you know where I mean. Duration increased to a maximum of 5 seconds. Landmine can now have a max of two active mines, and Explosive Expert can now have a max of four active mines.
Rationale: Only a handful of monsters use it, and it is even useless in PvP/GvG.
-Poison Assault and Pouch of Poison
Poison is no longer reflected
Rationale: No longer reflected period. This includes Dark Barrier and Soul Master Blessings.
-Butt Plate/Pistol Whip (whatever it's name is) and Lucky Fist
Moved from Inventor to Explorer
Rationale: Lucky Fist is irrelevant for Lions as they are designed to be primarily used with guns in their current state. Pistol Whip is irrelevant because DA on guns isn't smart. Now, maybe the new gun skills for Foxes should be DA based?
Lion (Do note, I am incredibly biased with this class in particular)
Rationale: -see Suffocate-
Rationale: It only affects gun basic attacks, which few people actually use.
Skill moved to second job and Keen Sense prerequisite removed. Now increases critical damage (period).
Rationale: Makes it a better Keen Sense really
Skill now affects skills
Rationale: This would be the equivalent of an Adrenaline-like buff for Scientists, which I think they deserve.
Rationale: Like Strong Mind, few monsters use Dark Distractor, relatively useless in PvP/GvG.
Skill is no longer a HV-debuff, now is an attack modifier
Rationale: To explain the attack modifier, it increases the power of your next attack. ANY of your next attack. Including Power Shot, Double Shot, Berserk, and Shooting Spree, as well as any of the new skills I create. It increases the damage of your next attack. It's cooldown would be around 15 seconds. Upon casting it lasts until your next attack and would apply on both hits of Double Shot.
-New skill: Missile Launch
Deals damage to 4 monsters in a targeted area with a cooldown of 3 or 7 seconds (I can't decide). This is a second job skill.
I think that's good enough to start with.
Last edited by james; 05-17-2012 at 10:04 PM.
Reason: more changes!