General: [-] Make Echo's range map wide. Why?: Fits with the skill name and a good QoL. Eliminates awkward situations where one or a few pt member(s) is out of range for Echo. Makes echo'ing in FM more helpful for other players too! [-] Increase Cheese / Reindeer Milk amount per slot to 200 or 300 Why?: QoL to help Drk mains with inventory space. When I'm playing my Hero/Paladin, I'm comfortable using 8~10 slots with Power Elixirs/Elixirs and have space for scrolls, attack potions, and etc. Meanwhile my guildie/buddy Drks can struggle with juggling inventory, up to 20~30 slots for 2000~3000 cheese/milk to do regular bossing. It wouldn't be too much to bump up the amount per slots for Drks. I don't think this suggestion would go out of hand for other classes as they don't use nearly as much milk/cheese as Drks do. [-] Triangular Sushi is purchasable; Stacks to 200~300 per slot Why?: [-] All classes are uncapped, can exceed current 199,999 cap Why?: [-] Lv200 Draco Mount has fixed hit box. Hitbox no longer clipping through floor Why?: [-] Pet Speed is now a skill granted after completing Kenta's advice Why?: [-] Three Snails: No longer uses Snail shells MP slightly increased Skill has a random chance of throwing different colored shell but deals same damage as skill rank Why?: [-] Recovery: No longer requires MP Recovers 20% of your HP and MP over 20 seconds at max rank Cooldown reduced to 5 minutes from 10 minutes Why?: [-] Three Snails, Nimble Feet, Recovery: reduced to 2 Levels from 3 rebalanced stats Three Snails 1.) 20 dmg -6 MP | 2) 40 dmg -10 MP Nimble Feet 1.) +12 speed 12secs | 2) +20 speed 20secs Recovery 1.) 10% | 2) 20% over 20 seconds Why?: Warriors: Spoiler: Warrior [-] General - Power Guard no longer disappears upon mounting Why?: QoL for Hero/Pally. Frustrating when the skill is removed when mounting and you're running into high touch damage mobs/boss [-] General - Reduce Improving MP Recovery, Shield Mastery, and Attack/Armor/Total Crash to 10 levels from 20 levels Why?: I feel these skills require way too much skill points for skills that you won't use until much later on and you're unable to max other skills that you're regularly using (or will benefit from immediately). Reducing to 10 levels will allow more satisfaction in skill point distribution [-] Hero/Paladin - Shield Mastery gives Avoid or slight bonus HP while equipping a shield from only increasing Shield Defense stat Why?: I wanted to give this skill a relevant use rather than being obsolete forever. White Knights gain bigger bonus than Crusaders [-] Hero/Paladin - Guardian gives bonus stance at lv30 Why?: To give more incentive for Warriors to go (and STAY as) 1H Hero/Pally. [-] Hero/Paladin - Guardian's Knockback is Removed or made Toggleable Why?: [-] Hero/Paladin - Guardian's Stun is changed to a Slow; now affects Bosses Why?: [-] Future Warrior Shields (~lv110+) get Attack Stat and Only have 7 Slots instead of 10 akin to Khanjar Why?: I remember when Haplopelma petitioned for a long time to make Warrior Shields have 10 slots instead of 7. Staff had finally gave in and gave 1H Warriors a chance to have something better than a lv20 Maple Shield. While I'm still happy for this change, I think for the future any additional Warrior shields added into the game should have an attack stat and only have 7 slots, akin to a Khanjar. I think 1H Warriors have to spend way too much to perfect both 1H & Shield to be on-par with 2H (Stonetooth)... I think lowering the slots will make 1H cheaper overall for high end Warriors. [-] Power Stance: buff from 90% to 95% ---- Spoiler: Fighter - Crusader - Hero [-] Hero - Rage increased to 5 minutes 200 / 300 secs immune to dispel Rage scales from 12 atk -> 15 atk + 1 atk per 20 levels (25 at lv200) Why?: Feel as though the duration is a bit too short. Bring it up to 5 minutes 200 secs to match Booster or make it 5 min buff. [-] Hero - Shout Rework idea: A cooldown of 30~15 or 30-20 seconds based on skill level Has same Attack Range as Dk's Roar in scaling No longer stuns but buffs Mobs to have Speed Buff Does more damage and scales from mob count of 6 to 15 / 12 / 10 at max level. Why?: Give Heroes the abilities to lure mobs to them and make them a very good grinding class with other pt members (or solo) [-] (Adv) Combo Attack: Now gives full damage increase without orb, no longer relies on orb stacks Duration increased to 10mins from 3mins Why?: Combo Attack feels awkward in that it shouldn't have such a short duration and you shouldn't be "recharging" it up to get full damage output. Give us the full damage output and make the orbs be for using Panic / Coma [-] Panic: Change from Single Target basic attack to a weaker Lv1 Rush Range is 80% (same as lv1 Rush); Does not increase with level Scales from hitting only 2 mobs to up to 6 mobs at max Rank Applies Darkness/Accuracy debuff to mobs/bosses for 10 seconds (duration or debuff effect increased with max Orbs) Why?: Wanted to make Panic be more useful in 3rd job and is later "upgraded" to Rush in 4th job. In its current state, I can't find where it's actually useful other than using Brandish+Rush [-] Coma: Change small AoE size to a scaling large AoE size akin to Explosion Hits 4 lines x 50% instead of 1 line x 200% (to make it scale more with SE); Damage scales with max Orbs Requires 2 orbs from only one Why?: I feel like Coma should be an AoE skill that Heroes use in both 3rd + 4th job. However, due to its very small range, you can't justify ever using it versus mowing down clumps of mobs with Brandish over time or using Rush as an AoE. My suggestion is to hopefully make it more relevant in 3rd job grinding and make it useful in 4th job with 4+ mob/boss body part scenarios. [-] Armor Crash - Now also removes Magic Defense up Why?: Just to help Mages when they're paired with a Hero [-] Brandish - Increase range to be able to hit Horntail Head A+B on small platform Why?: [-] Adv Combo Attack: Gives additional Sword/Axe weapon mastery on skill rank up to 10% (or 15%) at Max Success rate is reduced by a lot OR only gives one orb Why?: [-] Enrage rework (Self): Ignores a % of enemy weapon defense for 30/40 seconds 4~5 minute cooldown OR "Brave" (Party) Gives the party Total Crash effect at 60% (from 75% of Total Crash) for 60 seconds; can stack with Total Crash Party receives a multiplicative Stance rate (i.e. 10% for Non-Warr; negligible for Warr) Requires max Orbs to perform Range is same as Sharp Eye Buff Why?: --- Spoiler: Page - White Knight - Paladin [-] Threaten: Success Rate changed from 50% to 100% Keep Wep Def % Reduction the same & also add Magic Def % reduction; If too strong then reduce % to 10% from 20% OR affected targets take 3% more damage Why?: [-] Paladin - Total Crash - Make it same range as Sharp Eyes Why?: This was asked for after the Crash change and it was only slightly increased. Please increase it so Paladins don't have to huddle so close to pt members to buff them with this. [-] Paladin - Total Crash - now lasts 60 seconds Why?: [-] Paladin - Charged Blast - Slightly reduce scaling at max rank from 250% to 230/220%; No longer expires after initial use Why?: Wanted to make Charged Blast more relevant as a skill unlike now where you have to wait until 4th job to mainly use it since it can disappear. Decreased the scaling so that it doesn't completely dominate Power Strike but White Knights can "upgrade" from Slash Blast. [-] Paladin - (Adv) Charged Blast - Increase AoE range + Splash range of ACB Why?: [-] Paladin - Elemental Charge - Now lasts 5 minutes from 3 minutes at max rank Why?: [-] Paladin - Elemental Charge - Immune to dispel Why?: --- Spoiler: Spearman - Dragon Knight - Dark Knight [-] Drk - Spear/Polearm Crusher: increase range horizontally in the direction your character faces and vertically below your character (allow you to hit Dunas v2 drone while on ground & hit Horntail Head A+B) [-] Drk - Polearm Crusher - buff dmg output to be slightly behind Spear Why?: [-] Drk - Dragon Roar - Can be performed while jumping Why?: [-] Drk - Dragon Blood - Deals more tick damage to yourself but Attack damage bonus can stack with potions; No longer able to kill you Why?: Wanted to grab this suggestion from what I saw from other server.. I’d suggest making the change of having Dragon Blood do DoT damage until the player is equal or less than to Berzerk Threshold HP% so that players can ease into full Zerk and be somewhat as a lever for the average player. Can maybe lower the attack damage bonus or make it a Strength bonus (and lower the tick damage to 1%). Also, make sure it’s not able to kill the player (if it wasn’t already fixed). On other server, they changed this by having it give the Aura of the Beholder effect of healing the player but it has a cooldown. [-] Drk - Improve Zerk Scaling by adding a true Berserk scaling Why?: With a proper Zerk scaling, casual Dark Knights can more readily do endgame bosses without feeling like they're a weight on the team or possibly being excluded. They'll have less damage than Drk's that are Zerking at lower HP thresholds but will still be an aid to their team unlike the current Zerk scaling. [-] Aura of the Beholder rework: For 20 ~ 60 seconds, becomes immune to all damage and status effect (still vulnerable to Seduce) 10 minute cooldown Immune to dispel Why?: On other server, they changed this by having it be essentially a 4th job Power Guard. [-] Hex of the Beholder - can now be stacked with potions (attack damage reduced to only 5 at max rank) Why?: Mages: Spoiler: Mage [-] Infinity - Grants Self Magic Cancel Penetration during the duration of the buff (FMAs don't don't apply) Why?: I think this spell is a bit lacking. I wanted to give Mages their own "self-Total Crash" to give them a high moment when this buff is active and nudge AMs to be slightly more viable in non-Paladin scenarios. [-] lv103/156 Elemental Staffs - Could equipping them give you more Spell Attack Speed (FMAs/Summons don't don't apply)? Why?: Just a what-if suggestion of possibly making Elemental Staffs give more Spell Attack speed since they're so difficult to use while keeping up high TMA. I think maybe a +1 Spell speed boost could be tested [-] Mage - Spell Booster - Reduce/Remove the lockup from casting (make it similar to Booster) Why?: [-] Door/Summons have a buff icon you can cancel/gauge duration Why?: [-] Seal: buff it from 95 to 100% Works on bosses but will go on a 1 minute cooldown or 90~120 sec cooldown Why?: [-] Fire/Ice Demon: let it work on bosses fix its effect let Speed Infusion affect its casting time Why?: --- Spoiler: Cleric - Priest - Bishop [-] Cleric: Bless duration increased to 5 minutes from 3 minutes 20 seconds Immune to dispel Stats are increased to 25/30 from 20 Why?: [-] Priest/Bishop - Holy Symbol: duration increased to 5 minutes 3 mins from 2 mins Why?: I think for a lot of people, Holy Symbol's duration has always felt too short. Bringing it up to 5 minutes 3 mins will allow it to join the ranks of the standard 5 min 3 min duration of skills. An argument could be made that Holy Symbol is too strong/Priest muled too much so it's fair that it has 2 min duration. The only thing I can say is that in a perfect game, we wouldn't have Holy Symbol at all and could just play solo/party up with others as needed. However, because it's in the game and we're forced to use it in a lot of situations, I don't think we should be punished with its current duration of 2 mins and frequently rebuff it in comparison to other self/party skills. [-] Priest - Holy Symbol Reduce/Remove the lockup from casting Why?: [-] Cleric/Bishop - Holy Arrow and Holy Ray: can now hit up to 3 mobs from 1 in a small AoE on impact can be performed while jumping Why?: [-] Bishop - Holy Ray has improved scaling Why?: --- Spoiler: Wizard - Mage - Arch Mage (Fire,Poison) [-] Poison Element Immunity removed from most bosses; introduce Poison Element weakness to certain bosses Why?: Fixing Nexon's 2000s game design of making Poison mage but they can't actually do anything against bosses Not speaking about Poison tick damage but Poison element so that Paralyze can utilized in more situations. This will allow niche F/P Archmages to participate in bosses akin to I/L Archmages (compared to now where you can't bring them anywhere). [-] Fire Arrow, Elemental Composition, and Paralyze: can now hit up to 3 mobs from 1 in a small AoE on impact can be performed while jumping Why?: [-] Paralyze: has improved scaling hits up to 3 lines let Speed infusion affect its casting time Why?: [-] Elquines attack range is increased Why?: --- Spoiler: Wizard - Mage - Arch Mage (Ice, Lightning) [-] Chain Lightning: has improved scaling hits up to 2 lines let Speed infusion affect its casting time remove the decreasing damage per mob mechanic but can now only hit up to 4 mobs from 6 Why?: [-] Ifrit attack range is increased Why?: Archers: Spoiler: Archer [-] Give Bowmasters / Marksman a craftable (Rechargable) Quiver from Neo Tokyo Why?: Wanted to see Archers get more options for Quiver. I think Royal Quiver was a good idea but it sucks that it's the only one and expensive too... I think a weaker budget Quiver you can craft in Neo Tokyo would serve as a good alternative for the Royals Quiver and SE mains can recharge their Quivers in stores and don't have to keep running to Showa / Phantom Forest for arrows. [-] Buff Bowmasters / Marksman Quivers: Teamwork Quivers increased to 12 atk from 8 atk Von Leon Quivers increased to 16 atk from 12 atk (increase to 20 atk if Neo Tokyo Quiver is introduced that is 16 atk instead); Any additional Quivers from future content give +3/+4 attack from highest (currently VL quiver); Xbow quivers have half arrow count of Bow quivers Why?: [-] Archer skills can now be used while jumping Why?: [-] Puppet/Summons have a buff icon you can cancel/gauge duration Why?: [-] Focus - Change from Active -> Passive. No longer gives accuracy, will now only give Avoidability Why?: This skill feels out of place as an active skill. By making it a passive, it'll give Archers slightly more avoid and be a net buff when using stoppers or Apple+High Avoid potion [-] The Eye of Amazon - Gives an additional 3/4 attack range per 20 character levels (+30/40 attack range at lv200) Why?: OR [-] Critical Shot's chance rate increased to 50% from 40% OR (2nd Job) Bow/XBow Mastery gives +10% critical strike chance at max skill rank Why?: [-] If unable to increase critical strike chance, then give Blind/Hamstring passive that allows SE to hit through Weapon Cancel at a small % (i.e. 5~10% BM | 15~20% MM) Why?: Other people have mentioned increasing the Crit for Archers and I agree. If Staff ultimately decides not to do this, then I think giving archers a passive via Hamstring/Blind that allows them to hit through Weapon Cancel will make them be slightly more competitive with Corsairs/NLs. Stacks will Total Crash [-] Inferno / Blizzard: Hits up to 3 lines from 1 line Why?: [-] Arrow Rain / Eruption: Hits up to 4 lines from 1 line Why?: [-] Dragon Breath: Remove melee range (akin to Ninja Storm) or allow it to work at a close range increase its vertical and horizontal range Why?: --- Spoiler: Crossbowman - Sniper - Marksman [-] Give Marksman a "Flame Sword"-esque (4) Speed Crossbow; Do not punish MM for having it... Why?: I'd want to see Marksman get their own "Flame Sword" equivalent of a Crossbow that'll allow them to hit at max speed and not be overly reliant on Speed Infusion. Of course, the max attack on the bow won't beat out Dragon Crossbow akin to how Flame Sword doesn't beat out the Dragon 1H sword in attack. Please, don't punish MMs for having this option like what was done with the Raven xbow and then Staff buffed Crimson Arclancer to be potential endgame bow for BMs and requiring way less stats to wield it. [-] Raven's Eye, buff it: Heavily reduce STR needed to wear it Increase Speed to (4) from (5) Improve way to get it Why?: [-] Blizzard: Can now critically strike Does slightly more damage to be comparable to Inferno Why?: [-] Snipe: Give it a scaling rather than always 199k to improve endgame MM damage output and still be relevant in rotations with high attack potions Reduce end lag and/or speed up the attack Now fires at maximum speed; No longer affected by crossbow speed/si/booster Why?: [-] Piercing Arrow - Reduce its charge-up time by 25% Why?: --- Spoiler: Hunter - Ranger - Bowmaster [-] Concentrate: Increases Avoid rate by certain % let it stack with atk potions (but decrease amount of attack given if possible) Why?: Thief: Spoiler: Thief [-] Magic Throwing Knife v2 - Give us the ability to purchase/exchange for Joong's MTK Why?: I always liked Joong's revised sprite for the MTK in comparison to the OG look for MTK. It'd be nice if both versions of the MTK were available and you could do an exchange to the MTK v2 (Joong) and vice versa. [-] Dragon Kreda / Timeless Killic - Add +6 LUK (5~7 | 5~12 godly) stat to the Dagger Why?: I feel like the Kreda Dagger is underwhelming against the Kanzir even though they sport different looks. I'd want to see them being on par with each other, though Kreda being harder to perfect versus the Kanzir. If the Timeless Weapons ever come out with Pink Bean, then I hope Staff adjusts the Killic vs the Pescas too. [-] Dark Sight: Allow Heroes Will to be used while in Dark Sight Let any attack cancel it Why?: [-] Taunt changed to only do 1 damage Why?: [-] Ninja Ambush: has improved scaling can be animation cancelled? (i.e. Ninja Ambush > Ninja Storm or Boomerang Step > Ninja Ambush > Band of Thieves) or certain skills apply Ninja Ambush (Band of Thieves / Avenger) Why?: [-] Venom Star/Stab works on LHC/Champion-tier Mobs (or Boss mobs) Why?: --- Spoiler: Bandit - Chief Bandit - Shadower [-] Bandit - Double stab: buffed from 130% -> 165% (or 150%) Has 15% mastery akin to Magic claw or minimum damage output akin to Lucky Seven Or can hit up to 2 mobs Increase horizontal range Why?: It's well known that Double Stab is a subpar skill that Sindit remains the most efficient skill build to play (and being useful in LPQ). If you max this skill, then you're met with low varied damage output and burning pots getting up close on mobs due to its short range compared to Lucky 7 where you're attacking from a range (saving on pots) and have solid damage. While people might use the excuse of Nostalgia to keep Double Stab in its current state while being perfectly okay with 4th job QoL changes/Buffs & other changes, I think if it doesn't take much work on the Devs part then Double stab should be buffed to be useable (and not a struggle) when maxing it. If I remember correctly, (please tell me if I'm wrong...) Lucky 7 has a minimum damage output with its formula which allows it to be relevant compared to Double Stab which doesn't have it. [-] Bandit - Implement v92 Steal version: increased attack range to match animation (rather than melee attack range) increased scaling to 130% (from 100%) does an AoE attack (mob count scaling 2 ~ 4) Why?: I think Steal is a bit lackluster and could use the better scaling. I want to see how Bandits would play out with this skill change as this was only seen very late into pre-bb. [-] Assaulter: Reduce its animation time by 50% increase the draw distance slight iframe after performing Why?: [-] Chief Bandit - Increase the vertical reach or AoE splash range of Band of Thieves Why?: I could be wrong but I think it's not reaching high enough. Though this could be ignored since Shadowers are strong. [-] Shield Mastery: gives Avoid or slight bonus HP while equipping a shield from only increasing Shield Defense stat Reduced to 10 levels Why?: I wanted to give this skill a relevant use rather than being obsolete forever. Would probably lean to the HP stat and it giving slight bonus in HP at max rank (i.e. 125/150 hp) [-] Shadower - Assassinate: Dark Sight removed as a requirement Now requires you to hold movement key to use Dashing strike Add iFrames to its 4th hit Fix damage bug: 3rd person point of view shows critical hits with sharp eyes, while 1st person does not. Why?: [-] Shadower - Boomerang Step can now be performed while jumping Why?: Wanted to bring this QoL that a lot of other servers have made. While I know Shadowers are strong, I feel like this is a good qol for Shads in: 1) allowing thieves to be able to perform (most) of their attacks in mid-air and 2) increasing the feel of a Shadower [-] Shadower - Smokescreen : has a buff icon that you can gauge (can't be cancelled) Reduce Smoke Visual Duration by 1~2 seconds Why?: --- Spoiler: Assassin - Hermit - Night Lord [-] Hermit - Meso UP duration increased to 3 mins from 2 mins Why?: Bring it up to standard 3min duration buffs. [-] Ninja Storm - Has a minimum damage output / scales better Why?: Pirates: Spoiler: Pirate [-] Dash reworked into a passive skill Why?: Dash has always been in an odd spot where it's known to be helpful... when you remember to use it. In the early parts of a Gunslingers journey, you use this frequently but ends up falling off hard in usage as mid game approaches and you're juggling a multitude of skills (wings+recoil). It ends up becoming an underwhelming skill. I propose changing it into a passive skill that provides +15 speed and +5 jump permanently at max rank. This change will: 1. make it relevant at all times 2. simplify Gunslingers gameplay via less button management (especially when Wings+Recoil shot comes into play) 3. allows for smoother movement and feel when grinding OR [-] Allow Pirate Dash to persist for 20secs rather than completely disappearing if you stopped or changed direction Why?: Alternate idea to my Dash Passive rework. (Not recommended as Passive will be better overall) --- Spoiler: Spoiler: Gunslinger - Outlaw - Corsair [-] Reduce or remove corsairs melee range Why?: [-] Double Shot increased to 120% from 110% Why?: I think Double shot is slightly behind the curve vs single target compared to Archers/Assassins as they get better scaling with crit. Giving +10% should make Gunslingers feel better to use until 3rd job's Burst Fire (though will still be on the weaker side compared to other classes). [-] Invisible Shot: increased damage scaling from 170 -> 180 or 200% mob count of 3 -> 4 Why?: From my own experience playing on another server that experimented with increasing the damage scaling and mob count of Invisible Shot, the change made Gunslingers grinding fun. While I won't suggest the exact changes they did, I think toning up Invisible Shot as the highlight of their 2nd job along with Wings+Recoil Shot would be beneficial. [-] Grenade rework: receiving damage buffs hitting up to 6/8 mobs having a bigger explosion radius Make the grenade have a linear throw (no charge up) instead of charging it up. Why?: This skill has always been a terrible skill and never sees any use. I propose changing it to have a cooldown in return for proposed I also toyed with the idea of it leaving a poison mist on detonation. (Also, I don't know if players would prefer a linear throw rather than a charged up throw) [-] Recoil Shot cooldown reduced further/removed Why?: Removing the cooldown on this skill will help Gunslingers/Outlaws reposition better in grinding scenarios. This also has the effect of making the skill a better mobility option for Gunslingers than Wings+Recoil akin to Flash Jump. While I know people will be against this, I do think it'll allow Sair players to have more fun with the increased movement. [-] Recoil Shot has slight iframe Why?: + [-] Allow Recoil Shot to be used on Battleship Why?: This suggestion sounds crazy but after growing up with One Piece and seeing the Sunny-Go, I think this would be a cool change for Sairs to have in their toolset (and be one step closer to being the Pirate King). [-] Burst Fire to be properly scaled up to be an improvement of Double Shot at lv1; Either (preferably) increase fire rate or increase damage output Why?: Currently, Burst Fire is a noob trap as it's actually a downgrade in single target DPS upon first getting it. The Corsair guide owner on ML, akashsky, recommends not leveling it until you have an extra 11 sp to use (~4 levels!) as only then will Burst Fire be stronger than Double Shot. I'd highly recommend giving it a proper scale up in damage to be an immediate upgrade to Double shot at lv1 rather needing 4 more levels to do so. [-] Burst Fire: Separate it from Double Shot and make it an active skill Why?: [-] Flamethrower / Ice splitter: buffed to 210% / 200% at max rank increase scaling mob count from 2 ~ 6 -> 4 ~ 6 Why?: I wanted to better emphasize Outlaw's 3rd job mobbing with this proposal. The initial mob count was always way to low and the damage scaling didn't seem that high. After playing on another server's experimented changes, I want to advocate for increased scaling at max level and better initial mob count at level 1. [-] Gaviota: Make it a summon like Phoenix/Frostprey/Bahamut/Ifrit/Elquines Give it a buff icon that you can cancel Why?: [-] Reduce Homing Beacon to Max Rank 10 from 30; Bullseye now requires only lv10 on Beacon from lv30 Why?: Due to the heavy SP requirement of Homing Beacon needed for 4th, Outlaw's skill build has always been in an awkward place. By proposing this change, I wanted to free up the Outlaw's SP build path and make it possible for players to max skills relevant to their grinding rather than specifically meeting a requirement at the expense of a multitude of skills. [-] Battleship has increased movement to 130% or 140% speed (can ask players if they want 110% jump too) OR make ship speed increase toggleable OR have a skill that increases base ship movement speed Why?: One of the biggest detractions to playing Corsair has always been the Battleship and managing it. Not only do you have to be mindful of its HP and avoiding hits, you also have to demount/remount to reposition when getting KB'd in fights due to its default speed. I think by increasing the movement of the Battleship, it'll ease the burden of Battleship by a small degree so that players are only focused on avoiding attacks/ship HP rather than also repositioning too. [-] Battleship receives a maximum capped damage of 4,000 (or 5,000) to Ship HP from attacks (including 1/1s). Why?: This is an alternative to the proposal of increasing the health of the Battleship. In my opinion, the Ship just takes too much damage from attacks regardless of whether you're good or bad at Dismounting/Remounting. 1/1s are especially punishing and discourages you from washing to higher HP or keeping your HP full. By capping the maximum damage the Ship can receive it'll reduce the stress on the player and improve gameplay for the class. [-] Battleship: Enable casting Echo on the battleship Why?: [-] Wrath of the Octopi: Duration increased to 120 secs at max rank; cooldown increased to 20 seconds increase range vertically and horizontally Reduce minimum range to hit targets (can hit targets right next to it or on it better) Prioritizes boss over mobs Why?: [-] Airstrike: Reduce its animation time by 50% OR Remove cooldown; Increase mana consumption in return Enable casting it while on the battleship Enable casting it while moving and jumping Why?: [-] Rapid Fire: make it castable midair and while using wings Why?: --- Spoiler: Brawler - Marauder - Buccaneer [-] Corkscrew / Backspin Blow: let it hit 6 monsters instead of 3 Reduce its delay when used with Backspin / Corkscrew blow Why?: [-] Oak Barrel's failure rate removed Why?: The failure rate on this skill just makes this skill unsatisfying to use. If the failure rate was removed, then it'd become a decent alternative to Dark Sight and people could reliably gather a Thief/Brawler for LPQ and Marauder would have more ease in PPQ when dropping keys. The duration/cooldown should remain the same to make it slightly distinct against Dark Sight but still a similar skill. [-] Oak Barrel can be used while in Transformation Why?: QoL. Feels clunky when you used transform but have to debuff it to use barrel to drop keys in PPQ and then can't Transform again due to Transform cooldown. If you could just Barrel while in Transform, then it'd make things feel a lot smoother. [-] Transformation / Super Transformation - Mounts can be used while transformed Why?: [-] Energy Charge: remove the monster knockback ability from it remove the damage-dealing ability from it make it last longer Why?: [-] Dragon Strike can be performed while jumping Why?: