set same dps between rapid fire and battleship cannon

Discussion in 'Feedback' started by veen11, Oct 18, 2024.

  1. veen11
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    veen11 Donator

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    Calculate average damage from these skills
    then set same dmg rate!

    then ppl dont have to focus on boat hp(but try saving boat for fun/ for using battleship torpedo / for evading damage reflects from rapid fire)

    also can try duo attack with sair

    +would be revealed how pitiful bowmaster is

    this change will make many corsair players!
     
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  2. Menor
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    Up
     
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  3. Sylafia
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    I think pretty much every sair main would hate this, as it kills the class identity and any skill required to play the class.
     
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  4. Straalman
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    Yes, would absolutely despise this, the whole reason sair is fun to play for me is because you actually have to play the game and can't just hold a button and go BRRRRRRRRRR
     
  5. Loyev
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    Loyev Well-Known Member

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    Personally I think a constant damage as cannon is broken however I think sair must have avoid boost. Buffing up sairs avoid to use the same formula as everyone else would make the class bit more forgiving yet stairs still can’t rely on avoid to maximize dps (just to emphasize my 200 sair has half of the avoid my 180 bm has). People would still dismount to maintain ship its just gonna be a little more forgiving. Not mentioning it’s also gonna boost rapid fire dps since sairs would get less hits which interrupts with the dps. I think increasing sairs att distance would also be considered but it’s working just fine rn
     
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  6. xDarkomantis
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    xDarkomantis Well-Known Member

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    I think Avoid buff for Sair is a good idea and one that Staff has noted that they will do for the Skill change update.

    One thing that I think would help Sairs immensely is making the HP for Ship better. The popular suggestion is to just buff the HP for the ship. While that does hold some weight, Sairs still face the problem of taking too much ship damage from 1/1s and high damage bosses. If it's within the Devs ability, then I think Battleship should only receive a capped damage of 4~5k damage per hit to ship HP. This would allow Battleship to have more survivability in endgame content, Sairs would mostly no longer get punished for washing to higher amounts of HP, and would fit in nicely with the avoid buff.

    Also making Battleship 140% movement speed or being the speed of your char would be nice.
     
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  7. Straalman
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    If the avoid buff happens, I don't see the need for any other changes to ship apart from maybe a reduced knockback. Haven't seen much of a need for changes to ship among other sairs either. I don't think 1/1s are a big problem at all, apart from maybe "the boss" all 1/1s are easily avoided. My sairs HP is on the higher side (~24k) and never ran into any problems because of it. If my ship breaks when it shouldn't have it's because I didn't play well enough. Sair is an amazing class because it rewards good play and not your ability to hold a key for a long time.
     
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  8. xDarkomantis
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    xDarkomantis Well-Known Member

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    I have seen the Battleship HP buff suggested in the megathread and also talked to other Sair mains who mentioned having more HP for ship would be nice. My suggestion is just an alternative to buffing the HP of the Battleship, providing more effective HP in endgame content and against 1/1s. You'd still be dodging attacks as you want to keep damage minimum to your ship.

    I've seen the reduced knockback idea floated around but if a player is dismounting/mounting to dodge attacks then you won't really won't get much use of it except in lower end content.
     
  9. godofafro
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    godofafro Well-Known Member

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    Actually I would rather propose removing battleship cooldown, just remove it and make it cost 1 summoning rock like how buccs' super transform does right now

    This will benefit noob and pro sair players, the noob ones can resummon ship at the cost of eating up 1 extra rock per cast, while the pro ones can record their YT videos showing that their run maintained 1 ship from start till end (l33t skill)

    edit: well for those who think 1 rock per cast is too cheap just increase it to maybe 10 rocks or something then, or maybe 1mill meso per cast (as an example
     
  10. Straalman
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    In it's current form a decently skilled sair should be able to conserve it's ship for a whole run in pretty much any bit of end game content except from HT and The Boss (independent of it's HP). This should NOT be trivial however. I see sair as one of the classes for people that want somewhat of a challenge while playing. Adding more HP to ship or the damage cap you are proposing would make it too easy to survive a lot of content without the need to really learn how to play sair. If you want to play a high ST damage job, but you don't want to learn how to play it, maybe try playing NL in stead.

    This is moreso meant for the times you don't manage to dodge the incoming damage

    Removing ship cooldown altogether would completely remove the identity and unique playstyle of sair. I once was a noob sair (and arguably still am one) and nothing in this game has felt as rewarding as seeing how I improved running this class over time. It feels harsh to say, but if someone has a hard time improving as a sair, then this class might just not be for you.
     
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  11. xDarkomantis
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    xDarkomantis Well-Known Member

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    I guess you should tell new players that.. Lol?

    I'm not sure why you'd think Corsair is a challenge but I disagree on that notion. The class has some novelty compared to other classes but it doesn't take much to learn how to play the class.

    If you took the time to glance at the Skill megathread, then you'd see there's already two suggestions in the OP regarding essentially adding more HP to ship. This was two years ago. We'll later see what Staff puts officially but maybe you should consider that some Sair mains well before you and I thought of buffing Ship HP. People can have differing opinions while playing the class, not just assuming everyone just can't play for some weird reason.
     
  12. TN Laxus
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    TN Laxus Well-Known Member

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    As a main Corsair, please don't. That's exactly what I like about my class, actually having to think about something while bossing.
     
  13. PinaColadaPirate
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    I think most of the dedicated Sair players enjoy the class because it's a total beast when its potential is fully unleashed. And the fun really comes from the process of learning the unique engaging playstyles, such as reading animations/mounting, dismounting/dodging hits/casting summons/testing innovative strategies/and so on...

    Instead of just trying to make the class simple and easy to play like nl, a better way to balance this class is to focus on rewarding these engaging playstyles.
    With that being said, I think OP's suggestion basically just kills the fun of the class since it would just make Sair weaker and have no point in managing the ship.

    As for some other suggestions mentioned in the thread:
    - I do think Sair needs some avoid adjustments but not just a raw buff. I've made a more detailed avoid suggestion in the main balance thread if anyone is interested in reading it.
    - I do believe 1/1 dmg cap on ship is necessary, but setting the threshold at 4-5k is way too low and probably also makes 1/1 pointless to dodge (depending on how frequent the casts are). The point of giving ship 1/1 cap is to make Sair more compatible with DRK and give Sair the option to wash over the optimal hp (20k-ish) with no disadvantage, not to make it easier to play.
    - I do not think there is anything to adjust for max ship hp. The current max ship hp is just fine enough to do all contents. I'd much prefer to see a change in the ship hp growth curve specifically in lower levels. A noobie Sair shouldn't suffer on ship hp as bad as the current state.
    - People would think ship speed/jump can help with repositioning, but it is actually a double-edged sword. Low speed jump can serve as reduced kb. It is helpful for Sairs to stay at small platforms where dismount is not required, such as the top-right platforms for zak, and krex left eye. Personally, big no for me, I don't think there's any scenario where you couldn't just dismount to get the speed/jump boost.

    To sum up, I pretty much agree with @Sylafia @Straalman @TN Laxus that challenging and engaging is the identity of the class, and the balance direction should focus on how to make a skilled Sair shine rather than just trying to make everyone an average NL 2.0
     
    Last edited: Oct 20, 2024
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  14. TofuMasterD
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    man after reading everyone's comments, it sounds like this sair class kinda sucks... time to make a nl instead. ~f18
     
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  15. Dann
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    Make ship 1 min cd and the class is fixed thanks
     
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  16. procrastinya
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    Marksmen sink into oblivion.
    Just a se mule.
     
  17. veen11
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  18. Fill
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    Fill Well-Known Member

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    i dont think we should consider duo attacking when discussing class balance, its not what the game was designed around but rather something we as players started making mainstream after GFX was fixed way back when.
     
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  19. TofuMasterD
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    TofuMasterD Well-Known Member

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    At the same time, you can't ignore it either. Multi-clienting is a part of this game now whether you like it or not. Unless it is restricted, some classes are inherently better than other classes because of this unconventional "game design".
     
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  20. Loyev
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    Loyev Well-Known Member

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    Why does veen always make so Much trouble he doesn’t even have a sair and currently on self ban what a legend troller LOL
     
    Last edited: Oct 21, 2024

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