Nyalyn Wrote:-Cast time of Falling Ice Pillar, Lightning Crash and Throw Fuuma Shuriken halved.
-Aftercast delays across the board halved.
Broken, just by looking at the request. However, let's dissect the skills it would affect, as you had listed.
Nyalyn Wrote:-Throw Kunai would now be conceivably useful since it would be possible to throw it at a reasonable speed. It would still do crap for damage, its projectiles would still cost up to 14 times as much as equivalent arrows do and its range would still be half of that of bow/gun users.
This skill already bypasses enemy defense. Every other class would need a Combat Knife or Incant Sam card to do this, but you're doing it just by the base skill, and it's ranged to boot. Also, it never misses unless there's a pneuma or tatami (meaning you don't need dex for this to even hit). Making it go any faster is ridiculous.
Nyalyn Wrote:-Throw Fuuma Shuriken would now be castable at a higher frequency, although it would still have the stupid-as-all-hell damage-split which I understand can't be coded out without changing the skill itself.
I've never noticed this skill much first hand, so I'm just going to pass on this until I get more info. AFAIK though, this skill just blows. It's like watching creators use Demonstration or Acid Terror. Every class has shitty skills, just don't use them.
Nyalyn Wrote:-Throw Zeny would now be viable in high-intensity combat since you wouldn't be crippled for 5 seconds after using it.
Being crippled for 5 seconds after a ranged skill that can do up to 5k (in PvP) or 10k (in PvM) and cannot be reduced? No, this skill is fine as is.
Nyalyn Wrote:-Flip Tatami would now serve an actual purpose since you'd be able to hide or use a skill while the pneuma-effect persists, as opposed to just extending your death-sentence by 3 seconds.
It's balanced because of the 3 seconds, especially since you're already given cicada skin shedding. If you were able to spam tatami and spells in between, then it would be like you have a walking pneuma AND safety wall at the same time.
Nyalyn Wrote:-Dragon Fire Formation would be a slightly greater spell.
-Falling Ice Pillar and Lightning Crash would actually be viable for the first time ever, seeing as the problem these spells currently have is that they're centered around the caster as opposed to being ground-targeted spells. Anyone who has played a ninja will know that it is frankly unreasonable to the point of madness to try using these two skills as every time you get hit by anything you bounce off into the distance and discharge your silly little AoE into thin air. (pre-emptive reply to the LOL UES ILLUSIONARY SHADOW-crowd; go try mobbing with IS and these spells on RMS' test server. Do go on, I'll be waiting in breathless anticipation). Also take note that these spells do crap for damage, even against monsters that are vulnerable to their elements; DFF and NW are both far superior in just about every way. The only reason I'm even arguing for fixing these two is because it'd add great utility for both PvP and PvM, plus some much-needed variance in playstyles.
DFF is a strong skill already - you don't need to make it any stronger. O admit FIP and Lightning crash aren't as good as they could be, but there are simply MUCH easier ways to level or use a ninja (at bradium golems, for example) that wouldn't require you to get such useless skills.
Nyalyn Wrote:The Kiel card and other delay-reduction items are bound to be mentioned by naysayers at some point, so let me get them out of the way before I proceed: Half a cart-termination is equal to the damage a TZ will do in WoE while being infinitely more spammable, and with TZ being the only skill that could conceivably be abused with a high delay-reduction; your argument is now moot.
TZ is ranged, CT is melee. You can't reduce TZ, but CT you can pot off all day long since its very reducable. Give TZ a bragi and it's even more scary, especially since you stacked kiel on it (unless it's approx the same, then TZ itself is already strong enough and needs no buffs whatsoever).
Nyalyn Wrote:So in short: the throwing skills would receive an increase in both burst damage and damage over time, and the magic tree would get a slight increase in damage over time and a great boost to utility. I'd think this would make ninjas much more appealing to play than a mere boost to stats, which as mentioned doesn't really help the class in any significant manner. Also; Please reduce the level-requirement to 90 or 95. Consider that some of us may not want that pig-disgusting aura polluting our beautiful animu visages.
LSOI is a great skill that can be spammed, yet you seemed to just ignore it. By using LSOI, you already have some pretty nice DPS if you're geared properly. As for the level requirement, I'd agree to lowering it, but just to 98. You're asking for no aura, and 98 is enough to do it.
Nyalyn Wrote:In closing of the ninja-chapter I'd like to argue for the reinstatement of the ability to use Shadow Jump and Shadow Slash in WoE. As I understand it this effect can't be coded into items, so it would require tampering with the skills themselves, something I understand the GMs to be reluctant to do. However, I can't conceive of a reasonable argument against enabling these skills in WoE apart from "LOL GRAVITY IS THE BOSS", which frankly holds less water than a sieve at this stage of customization. Monks, champions and taekwon classes are all permitted to use their mobility skills in WoE, and every single one of them poses a bigger threat to the wellbeing of a castle than a ninja does. You know it be true.
Shadow slash lets you hide after you're on the person's cell, which is a significant improvement on FSK or snap, since it won't show your emblem hanging over your head because you're in hide (which is how I identify people in our emp, but maybe that's just me). Shadow jump allows you to move through a castle as fast as or even faster than a TK. Once again, a significant improvement compared to any of the mobility skills.
To sum up your ninja section: you're asking for a gear that's more powerful than kiel to built in for ninja. I'd say no, right off the bat. Caster ninjas should be treated like wizards such that without bragi, they're definitely weaker but when you put them in bragi, they're pretty difficult to take down. Ninjas don't need a kiel - they just need to learn to work with a group.
Nyalyn Wrote:Now then... gunslingers;
Personally I don't think this class is half as bad as the lack of people playing it suggests that it might be. They're class-cannons, to be sure, but powerful ones. The only real problems I see them having are the massive amount of SP their skills consume, the complete lack of utility, the fact that flip coin can't be relied upon in combat for five cents (heh), and the below-average survivability, which I contend that their damage-output more than makes up for. I'd suggest replacing the INT bonus of the Black Scarf with a significant reduction of SP consumption, say 30%.
The scarf stacks up the GS' HP, so it actually already increases the survivability. As for your built in pharaoh card for slingers, I'd say no once again. The skills are balanced with their costs, and slingers having more explosive long range damage would naturally have higher SP costs.
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Gunslingers and Ninjas were made such that they were stronger than nontrans, but not stronger than trans classes. You only need to 99 them once for their maximum potential (which definitely overpowers any nontrans classes), so I think it's normal for GS and Ninja to be weaker than the classes you're comparing them to.