Skill add-ons are great now we get to pick from the whole list on our skills.
But there are still weird things happening between classes, for example, the flow skills on sage inherit the proceding skill add-ons, but hash does not. It's probably the case for other classes too, but I haven't tested them.
HP on hit
HP on hit needs a buff. Not really worth taking for most classes either because you've already got nice sustain or because the amount you get back (even when you have a lot of hits on the skill) just isn't worth it.
Here's how I'd fix HP on hit:
T1->10
T2->15
T3->25
MP on hit
Similarly, MP on hit is in a good state, however it's rarely worth taking over something else and should get a minor buff.
T1->15
T2->25
T3->35
Attack/casting/movement speed
Action speed is in an okay state, however, I don't think T1's and T3's reflect potency enough.
T1-> 5%
T2-> 8%
T3-> 13%
PvP damage
Personally, I think PvP damage should be changed to ALL damage and be kept the same values it currently is.
Mob damage
To offset the advantage of having an ALL damage stat, monster damage should receive a minor buff to make it clear that for PvE, mob damage is still superior. This also keeps mob damage an important stat when building skill add-ons for multiple situations.
T1->15
T2->25
T3->35
Special attack
Crit/Air/Down/Back attack is incredibily potent on T1, however loses huge value on T2. Without nerfing the T1 potency, here's how I'd fix it.
T1->2%
T2->4%
T3->6%
This increase keeps the T1 potency, however allows for T2 to be relevant whilst also keeping the clear advantage a T3 skill should have.
I think the rest of the add-ons are in a good place right now.
Opinions on these changes? Anything to add?
If it was like you suggest, they'd have to redistribute addon tiers more fairly among classes. As it stands now, some classes don't have a usable t3 skill at all, while others have it on a spammable bread and butter skill with 10s cooldown. Mostly they also happen to be classes that need it the least.
If it was like you suggest, they'd have to redistribute addon tiers more fairly among classes. As it stands now, some classes don't have a usable t3 skill at all, while others have it on a spammable bread and butter skill with 10s cooldown. Mostly they also happen to be classes that need it the least.
Agreed succ kuno T3 skills is on a 20s CD and is actually a garabage skill no one uses called black moon light. While Kuno awakening on a spammable skill called chain crash, or guardians awakening T3 is on cleansing flame a skill with a 6s CD which is a skill you always spam the second it off CD with that class cause of it SA damage and CC power. Not sure why some classes can have viable T3 addon skills with stupidly low CDs or on spammable skills while others don't.
As for these # changes the only two I agree on here are the HP and the PVP damage being changed to all AP buff. 5 more monster AP not going to make a huge difference to begin with and any higher would just be stupidly strong, same with the special attack a 1% increase isn't needed and any higher would be too much.
Right now addons such as HP/MP suffer from a major flaw, number of hits are different across all classes, yet they all only get the same amount from addons. A shai does 30-40 hits every attack, multiply that by 10 mobs and and even getting 5 hp per hit means that you can heal for 1500 to 2000 HP with 1 attack, other classes only do 6 hits even doing a T3 with 15 hp per hit on 10 mobs and you get 600-900 HP back on your really long CD skill.
I suggest that the amount for HP per hit be front loaded, increase the amount to say 75/150/225 per target, but only on the first hit of any skill.
Whole addon system is trash, like pretty much everythign in the game balance wise, nothing to wonder here.
The tiers are pretty much randomly assigned to abilities/classes, jsut as the addon bonuses are pretty much randomly deseigned. They are absolutely clueless about their own game.
Like that "incredibily potent" addon op is talkin about is so trash, that the monster AP/PvP damage one is more than 3 times as strong...
the addons are already broken enough.
As much not to touch anything.
The classes realy do not need to be equal on this functionality.
And the choices of skills are made by the person responsible for the classes. That you are playing differently than this person is not proving you are right.