[New Users] Please note that all new users need to be approved before posting. This process can take up to 24 hours. Thank you for your patience.
Check out the v.255 - The Dark Ride: Ride or DIe Patch Notes
here!
Do you enjoy the Jett revamp?
Hello everyone,
It has been a week since we got the Jett revamp. Do you like the Jett revamp so far? Do you have any concern about it? Feel free to express your opinion on this topic. I have a high level Jett of my own, but I am curious about what the community thinks of the new Jett revamp.
Comments
But that doesn't change that the skill is a 0 second cd full map attack. Of course it's unbalanced. There's far better ways to improve the class than that.
There are a few concerns I have about their nodes now, though. Like, how I think (pretty sure it's true) Starline 1 node also works for the other starline skills, since even with 56% final damage starline 4 does more damage per line than starline 1, as well as the other 2 combos. But that's nice if it's all merged, because some skills of other classes are merged into 1 node as well. Starfall enhancement nodes don't exist, so even if their ult has 0 cooldown now, it can't get any stronger with nodes. I also think Starforce Salvo's node should also apply to Strikeforce Showdown, but I guess that's why it gives 3% final damage per level rather than 2% like other 4th job skills.
They should also raise max level of one of their 20 sp 4th job skills; invincibility seems like it should have a max level of 30, since level 20 gives 11% damage (an odd number), and would seem to be 15% if the skill was raised to 30. Also I'd guess around 50% max HP, 35% defense, 25-30% status resistance points and elemental resistance.
I really hope that their skills can be increased beyond max level with combat orders though... I hated that before there were a lot of skills that weren't coded to exceed max level when practically all other kms class skills could. There were some reasonable caps though, like for Power Stance where max level gave 100% stance, was no purpose to exceed the max level.
- Space Walk's decreased range.
- Starfall's 0 second cooldown.
I enjoy everything else about the change.
I'm seriously bummed about the Space Walk though. I hope it gets better...
Bossing is nuts
Pro:
Cons:
My concern is that this revamp failed to wholly fix what makes Jett a lackluster class. Although Jett received plentiful stat and damage boosts to many of her skills, it feels superficial because on paper Jett seems to have gotten a lot stronger but in actuality only two of those changes are noticeable in-game: Starfall's 0 second cooldown and Jett's nerfed mobility.
My proposed revamp:
This is well thought-out. The Jump bugs me really bad as a 2nd job jett...but I can't wait for 4th job. I do agree that Starfall is really not that OP...it has a smaller range compared to Kanna's Full Map attacks, and honestly...Jett only damages well if you actually gear it (like my friend who I trained with) and its still weak overall, even WITH Starfall on no CD.
I just checked my old Zenith Jett, and... it says Strikeforce Showdown, at max level, has an activation chance of 10%.
Are... we reading different sources? Is it different for some reason?
I think you did miss a lot of Jett changes.
If I go through your cons list:
So I only retain the Space Walk nerf and Hero's Will removal in your list.
This is the speed stat from my Jett
A pathetic decision if you ask me. It's not the only class with a spammable full map attack....
It's not a pathetic decision. They listened to feedback and reacted based on that.
Jett having 0 cd on Starfall just didn't fit well with GMS.
Jett was still really weak with Starfall on no CD...Its sad cuz I actually wanted to TRY and play Jett for once. Without Starfall CD...Jetts just gonna go dead again.