K.N.I.G.H.T.S
Going through all those Knight posts, I realize something...
1. Arena Sets: When completed, provides a -1000 / -1500, etc to opponents' Defenses.
Defeat the purpose of being a Tanker when you have sets like that. To compensate, I propose another set:
Tanker Set: When completed, provides a -1000 / -1500 to opponents' PAtk and MAtk. (non-cummulative effect)
2. World Bosses: High Damage = High rewards (gold and daru). Yet another reason NOT to be a Tank. I propose another Event:
Toon Defense: Arcade style, maybe like whack-a-mole. But you whack your own toon instead. Most number of hits win. More hits = more rewards.
3. A skill that provokes enemies. That is to lure all incoming attacks to the Tanker. All random single targeted skills will be targeted at the Tanker who activated this skill. This is the true purpose of a Tanker.
4. Life on Dodge. I still think the reasoning/logic behind this is stupid. I think they couldnt find any other ways for a knight to gain life. With Archers and Mages having a 100% chance to proc Heal skill, perhaps change this passive into an active skill, like:
Medication
Level 1: Restores 4% + 500 of Self HP.
Level 2: Restores 8% + 1000 of Self HP. QTE: heal all party members instead.
Note: This will trigger the other passive skill that we have, the one that grants +20% to being healed amount.
5. Reverse Damage. Just change it to Counterattack. It will deal a % of a normal attack of our own instead.
6. Different Weapons. Polearms. Maces. Spears. Katanas. Flail. Trident. Two-handed Swords.... the list goes on.
7. A SHIELD. YES A SHIELD. WHERE'S MY SHIELD?! HOW TO BE A TANK WITHOUT A SHIELD?!?!?!?!
-- Thanks. Mages and archers can post their own ideas.
Going through all those Knight posts, I realize something...
1. Arena Sets: When completed, provides a -1000 / -1500, etc to opponents' Defenses.
Defeat the purpose of being a Tanker when you have sets like that. To compensate, I propose another set:
Tanker Set: When completed, provides a -1000 / -1500 to opponents' PAtk and MAtk. (non-cummulative effect)
2. World Bosses: High Damage = High rewards (gold and daru). Yet another reason NOT to be a Tank. I propose another Event:
Toon Defense: Arcade style, maybe like whack-a-mole. But you whack your own toon instead. Most number of hits win. More hits = more rewards.
3. A skill that provokes enemies. That is to lure all incoming attacks to the Tanker. All random single targeted skills will be targeted at the Tanker who activated this skill. This is the true purpose of a Tanker.
4. Life on Dodge. I still think the reasoning/logic behind this is stupid. I think they couldnt find any other ways for a knight to gain life. With Archers and Mages having a 100% chance to proc Heal skill, perhaps change this passive into an active skill, like:
Medication
Level 1: Restores 4% + 500 of Self HP.
Level 2: Restores 8% + 1000 of Self HP. QTE: heal all party members instead.
Note: This will trigger the other passive skill that we have, the one that grants +20% to being healed amount.
5. Reverse Damage. Just change it to Counterattack. It will deal a % of a normal attack of our own instead.
6. Different Weapons. Polearms. Maces. Spears. Katanas. Flail. Trident. Two-handed Swords.... the list goes on.
7. A SHIELD. YES A SHIELD. WHERE'S MY SHIELD?! HOW TO BE A TANK WITHOUT A SHIELD?!?!?!?!
-- Thanks. Mages and archers can post their own ideas.
Comment