xItsJacobbb wrote: »I must say, I really enjoyed this write up. I agree with everything you've said, especially some QoL things like you mentioned for Algol. I do believe the biggest sentiment so far is that Sia definitely deserves to have a flash jump while also being able to attack in the air as you mentioned.
She feels somewhat clunky having to Teleport + Attack constantly, especially when ranges may not be very significant.
In regards to Ray becoming a key-down type skill, I never even thought of that but I do like it. You're right that it would help it feel different to Boom and give her some form of safety when bossing instead of having to panic with teleporting around.
I really hope Nexon reads these because stuff like this is very important, especially when it comes to a new class. Very good read and well organized.
More like, she needs her glide to actually be a glide and her seashells to have 100% uptime and attack faster so she can helicopter around as she places down her summons. The flash jump should be weak and mostly there just to make the glide move even faster with flash jump into glide tech - the focus should be her movement is an unique glide and teleport class.
This was kind of how she played on Maple M, more-less, while being a true support - her identity was very unique and her role was defined, right now on GMS she is an underpowered, not very fun, nothingness - mostly having the lord of the deep sea shells skill with 100% uptime and proper glide, while the Salamander was 100% uptime and did his own thing (Salamander is pretty similar to how he is on Maple M).
But the last part, her GMS form has to much going on to frequently which is to much for an enjoyable mobbing and bossing experience. And I would like Ray and Boom to stand out more against each other, but be equal in damage to each other, so that players can decide which they like more for varying circumstances - outside of creating Stellagrams.