I play mage... one of the best in Alexina server, actually... and I even find 10 stamina per second absurd just to move with your magic skill loaded.
Not worth using lol.
spellwalk is at worst borderline op and probably is op after mage renovation given how much faster int magic is now, never mind firebolt
If you have to rely on SE potions from an event just to make use of a skill, then that is a huge problem.
Grapple Shot
- Range is based off Gun's max Range
That's a pretty huge nerf. Guns have a base range of 700-800, +100 with an upgrade.
Gun Stats:
-Range increased by +200 for all guns, giving them a base range of 900-1000.
Nope. You're impeding on archer territory.
Shooting Rush:
-Position lock removed.
-Animation sped up.
Bullet Storm:
-Position lock removed.
-Damage cap removed.
-Range increased from 750 -> 1000.
-Width increased from 350 -> 500.
-Animation sped up.
Damage cap removed and increased range? The skill already deals 600% damage to every enemy in range.
Flash Launcher:
-Animation lock after hitting the enemy removed.
Reload:
-Now passively increases gun's max ammo clip with +4 bullets at Rank 9, +4 at rank 5, and +8 at rank 1, totaling to +16.
-Master Title no longer contributes to gun damage. Instead, it 0.3 second load time decrease and a 1% chance to reload instantly without any load time.
Bullet Slide:
-Attack range increased from 500 -> 1000.
-Recoil range doubled.
-Animation sped up.
Grapple Shot:
-Animation sped up.
-Grapple now deals damage, altered to 125% x2 for a total of 250%.
-Max range increased to 2000.
-Can now be used on targetable props.
-Cooldown lowered from 10 -> 5 seconds.
Way of the Gun:
-No longer has guaranteed critical. Compensates with increased stun.
This might be too harsh of a nerf.
Gunslinger Talent Stats:
-Now passively increases gun's max ammo clip with +2 bullets at levels 4, 8, 12, and 15, totaling to +8, and +8 bullets at level 16, totaling to +16.
Act 6: Crisis
* No longer snares targets with heavy stander, any level
* No longer snares targets if they trigger melee auto-defense
Nope. You're impeding on archer territory.
Isn't Archer range 1,500~2,000 though? Shuriken range is 700~1,300. Giving Guns 900-1,000 range isn't anywhere close to Shuriken/Archer range.
Damage cap removed and increased range? The skill already deals 600% damage to every enemy in range.
The current range is shit and 600% isn't a lot compared to 3 Shooting Rushes or a single Climactic Crash. There's not really a place where you can hit 12 enemies all at once.
This might be too harsh of a nerf.
Thought we all agreed that WotG is too OP. The 2x speed is already enough in my opinion.
Act 2: Threshold Cutter
Damage: 200%, 200%, 300% > 300%, 300%, 600%
Speed up Pierrot animation.
Act 6: Crisis
* No longer snares targets with heavy stander, any level
* No longer snares targets if they trigger melee auto-defense
What about defense skill?
Pierrot Marionette
Health: 1200 > 800
Defense: 50 > 25
* Does not hinder movement speed
?? How is it any advantageous over Colossus?
?? How is it any advantageous over Colossus?
Also, what do you think about Crisis rooting enemies but not re-positioning them?