I remember when normal 1k Slash without Power RP dealt way less damage than with Power RP, why not return that? Crane is nowhere an OP Class and 1k Slash was their Identity Skill, just like Kamehameha from Turtles and Needles from Fighters.
Non-RP 1k Slash = 40-45% DOT Explosion Damage
Power-RP 1k Slash = 70% DOT Explosion Damage
The Skill has a cooldown of 2 minutes (without Skill Cooldown)
If you don't buff the damage then reduce the Skills CD to 1 minute. (without Skill Cooldown)
I did some testing and 1x Mystical Crane Typhoon does 485 Bleeding against Mobs (Bleeding can be reduced in duration) -> without Power RP
That's 14.550 in 30 Seconds in total
and 40~45% 1k Slash are 5.820 ~ 6.547 damage.
A Bold Strike of SK does 2044 Bleeding Damage (+15 and on 2854 ENG DEF)
Sure a DOT that lasts 1 minute shouldn't deal that much damage, because it adds up. But it takes way too long to actually kill someone, especially with a nerfed 1K Slash and a 2 min cooldown. Not to mention Shadow Knight is a freaking TANK Class, and they do more DPS than a avg Crane in PvP. What's next? Nerfing Dark Warrior?
The Video shows a 1K Slash of 29.954 ( 70% DOT Explosion Damage )
29.954 * 1,30 to show the 100% DOT Damage = 38.940
38,940 Total DOT Damage / 30 Seconds = 1.298 Bleeding DOT.
1K Slash clearly stayed the same in retail DBO, why change it here?
Basically, if you need to use 1 RP to use full 1k Slash damage, it'd be way more "balanced" than it is now. I mean 1x 1k Slash does average 40-45% Dot Explosion Damage instead of it's respective 70%. If you nerf a class based on a damage skill (yes, it ignores Def, but it requires me to put Dots on you to use it, and if you are bad enough to let me do so - is it really Cranes fault to be punished?), shouldn't you also nerf Turtle Hermits and Fighters?
Another Idea would be making the Crane DOT's like Shadow Knights Bold Strike and make them also PHY DEF & ENG DEF based.
Just like I mentioned in this thread Gib Crane Book #Buff crane please
Crane is insanely hard to play these days, they are in need of a balance update. 1k Slash was nerfed drastically (understanding, but do you guys know how hard it is to apply dots?)
Props got nerfed and ended up being completely useless for Crane Hermits. 1 ATK and 0.5 DEF for Spiritualists... Cranes always deal the same damage, and their basic damage is not very strong. 0.5 DEF won't do any cut for them. I got a +15 Fan and yet compared to other classes, my skills are mediocre at best (excluding the DOT Skills)
The only real way to stop enemies are Speed Restraint + Fan Out, but movement speed is so crazy, people just dash across the whole ranked arena and instantly stun before I can even cast my Fan Out. Crane's also have no Instant MAX RP or Skill Blocker (Destructo Disc) or Instant AoE Paralysis (Sudden Stun) like Female Turtle Hermits, they have to charge RP during Sleep which requires quite a lot of time, even with 13 RP Regeneration Shoes.
If you'd compare both Spiritualist classes (except Male Turtle, they aren't really made for PvP - sorta on pair with Crane Hermit though)
Crane Hermit: PROS
- Best DOTS + DOTS Duration in-game
- High DOT Damage
- One of the best Debuffs in the game (Graceful Backstab)
- Weapon Upgrade does not matter, because the damage is always the same.
- A Skill to nuke opponents (if you applied like 3-4 DOTS, 3 Burn WITHOUT RP do average 13k 1k Slash. - It's impossible to apply 3 Burn with RP in a battle vs a strong enemy)
Crane Hermit: CONS
- No real Debuffs/Stuns, only Speed Restraint (their Paralysis and Confuse require DOTS to be applied before using)
- 1K Slash damage is average, especially if people play full antibleed vs you. You got to use 4-5 Burns to nuke an SK or Ultimate (they also got LP % so the Burns don't deal that much) and don't come with you need to play smarter, better etc. I've challenged the top tier players and if you miss or don't get that sleep off, you're instantly doomed.
- Movement Speed counters the whole class
- Only 2 KD's in total in which one has a Cast Time
Turtle Hermit: PROS
- Highest Damage Output in the game
- The ability to gain instant Max RP and higher defenses by an item
- They got a Skill Lock like Karma Majin (Destructo Disc)
- They also got Speed Restraint + Turtle Rod Strike/Spirit Rod & Sleep
- They got more KDs than a Crane (Crane has 2 in total)
- They also have a Burn DOT just like Crane
- Instant AoE Area Paralysis
- Does not have to charge during Sleep
Turtle Hermit: CONS
- Damage is based on Weapon Upgrade
- Movement Speed counters them at some point too, but not as drastically as Crane, because they have the chance to apply Skill Lock or Paralysis, while Crane only has Sleep when the enemies are close
As you can see Turtle Hermits are far superior than Crane Hermits and they really need a revamp. There is a reason why there are not many Crane Hermits in-game, even though Sendoku
won the Budokai with it. And it's definitely not because it's hard to play, it's because the CONS overweight the PROS and with Open Beta starting soon, everyone would regret starting as a Crane Hermit very early.
Crane is in serious need of a buff. Don't listen to these nubs that base arguments on "Platform".