So you just got your Maskeraith to level 100, Congrats! You've found that "Haunted Haze" seems like a more interesting ability to have, or you simply prefer the Round-eyed mask. Alright, you've made your choice!...But what's this?...lil' ghosts deal...WHAT DAMAGE?....nuuuuuuuuuuuuuuuuuu!
Have you or another knight experienced this feeling or heard of it? If so than yes, you heard right. Being an owner of a round-eyed masker myself named "Mischief", I feel your pain! I've done my part with this, and sent 2 or 3 bug reports on the subject yet it still remains!
First off, the idea for Haunted haze was a great one and I applaud the SK team on it, but as it stands, Haunted Haze's "Vengeful ghosts" only deal a max damage of 7, 5 on average. Not too vengeful after all, wouldn't you say? Not to mention that they aren't too accurate either. The first response, "BUFF IT" or "THIS MUST BE BUGGED", but I've found there are a lot of choices to be made to balance out this wonky haze to be a viable choice the same as any other:
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1. Buff Vengeful Ghosts:
The most simple answer is to add the damage output of the ghosts spawned themselves. If they were even buffed to T3 status damage(25-30 per hit) I'd be FAR happier as I'm sure any other knight who wishes for a round-eyed mask will be! The current spawn-rate now might suggest that ghosts deal MORE than Haze explosions to prove effective.
2. Multiple Ghosts per enemy:
This can come in 2 ways. ONE is simply to give all enemies 2-3 ghosts upon death rather than 1, and TWO is to spawn a number of ghosts based on enemy size, power, or tier(minis would spawn 1 or 2 while T3 lumberers might spawn 5 or 6)
3. Haunted Haze explosions buffed:
If ghosts stay the way they are which requires the haze to kill the enemy to spawn a single ghost, then wouldn't it make more sense to simply make the haunted haze deal a bit more in order to be able to spawn said ghosties?
4. Vengeful Ghosts Spawn regardless of death from haze:
This one isn't so much an option as it is a staple that would really help with balance in combination with most of the other suggestions. Bottom line, if an enemy has been marked at least once by the haze, he shall spawn ghost/ghosts upon death.
5. Vengeful Ghosts inflict Curse status:
This would give ghosts less need for a damage boost, yet would still give them a more secure and interesting balance(although I still feel it should be higher than what water deals on FSC). If you've faced Margrel, you'd find that these ghosts are just the diluted cousin to the homming bullets anyway. Think about it, what would a Vengeful Ghost do to someone? it would CURSE them! It just makes sense, doesn't it?
6. Vengeful Ghosts deal damage based on the enemy:
Rather than an overall damage, ghosts deal a certain damage based on the power or size of an enemy. This can work in two ways. ONE is that the ghost deals more damage based on the enemy they hit(minis would receive 10-15 damage while Lumberers or Bosses might receive 50-80 damage), or TWO is that ghost deals more damage based on the enemy it spawned from(mini-spawned would deal 10-15 per ghost while Lumberer-spawned ghosts dealt 50-80 per ghost).
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All the suggested damages are simply examples to show direction, but I think something must be done for all present and future round-eyed maskers alike!
Well that's my fix on this mess, what do you think? Do you support this? Mix and match these? Is one idea your favorite in particular? Any personal ideas or suggestions I might have missed? Keep it the way it is?(if you support the last one then you best leave this thread before you getcha-self thugged! o__o)
Enemies in T3 have thousands of hit points in full parties. Buff the ghosts to ~200 damage, enemies killed by the ghosts of haunted haze should also spawn ghosts.
Change nothing else, make us work for them purple ghosts.