Post by drspendlove on Aug 28, 2019 10:16:15 GMT -5
This is sure to be a community favorite.
From my analysis thus far, here are my suggestions to slightly balance the Bodyguard job to be in line with others. I haven't seen the new threats to the players yet, so maybe the correct response is up-balancing other jobs. I dunno about that yet. So take it with a grain of salt, as usual.
Screening Fire: Debuff on hit with -10% Accuracy, -20% Damage, -10% Armor, Knockback 1.
-- Compare To --
Close-Range Barrage: +25% Damage, Debuff on hit with -25% Melee Accuracy, -25% Damage, -10% Critical.
CRB's damage bonus and anti-melee capabilities make it appear balanced. However, The usable range on Screening Fire is 3 positions compared to 1 and can knockback and target 3 positions. Knockback on position 3 is very strong as it draws position 4 into vulnerable range.
Recommendation: Screening Fire can only be used from front two positions and armor penalty reduced to -5%.
Low Blow: Since fixed (bug that buffs enemy) this will has become overwhelmingly strong. The stun for 6 initiative while damaging a foe AND with debuffs to armor penetration and critical chance is insane.
Recommendation: Make 1.5x initiative.
Hamstring: Pinning in first two positions isn't overwhelmingly powerful but a -3 initiative for the cost of 1x a small blade's cost is incredible. The problem is that removing the debuff doesn't restore the immediately lost initiative. Adding a 15% reduction to all damage if they fail to remove the debuff is pushing it too far.
Recommendation: Lower damage reduction to -5%.
Body Shot: Pin, knockback on all 3 positions with 25% stun is nuts. Even for 1.5x initiative. Displacing to position 4 or 3 while also stunning and locking them into that position unless another member can move them is incredible. However, this is tricky to balance. The tempo gain for 1.5x initiative is large but it isn't so large as to make this attractive at 2x as-is.
Recommendation: Body Shot gains +15% Armor Penetration but costs 2x initiative
From my analysis thus far, here are my suggestions to slightly balance the Bodyguard job to be in line with others. I haven't seen the new threats to the players yet, so maybe the correct response is up-balancing other jobs. I dunno about that yet. So take it with a grain of salt, as usual.
Screening Fire: Debuff on hit with -10% Accuracy, -20% Damage, -10% Armor, Knockback 1.
-- Compare To --
Close-Range Barrage: +25% Damage, Debuff on hit with -25% Melee Accuracy, -25% Damage, -10% Critical.
CRB's damage bonus and anti-melee capabilities make it appear balanced. However, The usable range on Screening Fire is 3 positions compared to 1 and can knockback and target 3 positions. Knockback on position 3 is very strong as it draws position 4 into vulnerable range.
Recommendation: Screening Fire can only be used from front two positions and armor penalty reduced to -5%.
Low Blow: Since fixed (bug that buffs enemy) this will has become overwhelmingly strong. The stun for 6 initiative while damaging a foe AND with debuffs to armor penetration and critical chance is insane.
Recommendation: Make 1.5x initiative.
Hamstring: Pinning in first two positions isn't overwhelmingly powerful but a -3 initiative for the cost of 1x a small blade's cost is incredible. The problem is that removing the debuff doesn't restore the immediately lost initiative. Adding a 15% reduction to all damage if they fail to remove the debuff is pushing it too far.
Recommendation: Lower damage reduction to -5%.
Body Shot: Pin, knockback on all 3 positions with 25% stun is nuts. Even for 1.5x initiative. Displacing to position 4 or 3 while also stunning and locking them into that position unless another member can move them is incredible. However, this is tricky to balance. The tempo gain for 1.5x initiative is large but it isn't so large as to make this attractive at 2x as-is.
Recommendation: Body Shot gains +15% Armor Penetration but costs 2x initiative