Bard is an amazing class. Up until I died with mine, it was a ton of fun to use and hitting that max Dex cap (magicians robe isnt on the loot tables yet so i couldnt use that one) with Tshot using Wavecrest was awesome. I got to try the snake charmer as well and it was equally amazing to use. Unfortunately I didn’t get the tomb one but considering the fact that I died, I’m not too sad either. Bard’s UT lutes are unique and fun to use.
That’s why what I want to discuss are the Tiered Lutes.
The tiered lutes are in need of a rework. As they stand, they aren’t anything amazing and the cooldown is annoying. Throughout my whole Bard journey i rarely touched on my T5 Lute after I got a Concertina and Snake Charmer and I’m pretty sure I still wouldn’t do it even if it was a T6 Lute.
The things I’d like to point out that I can’t make sense of, in a design aspect and fluid gameplay are the following:
-
Considering Bard is a Robe class and has a higher MP cap, why does his (tiered) ability have a cooldown?
This makes it hard to use the MP pool you have to its full potential. Someone with a good enough pet doesn’t benefit from having more than 100 MP as the pet heals back that amount back during the cooldown. You could argue that it might be useful for people with a weaker pet but that doesn’t invalidate the fact that you can’t use your MP as you should, being a Magic oriented class. For it to have a limiter imposed on itself that you can’t escape from just doesn’t make sense for me. All the other Magic oriented classes can use their abilities to their full potential, whether it is by spamming or periodically pressing it (which the player has the option to choose from, since none of them have a cooldown), taking advantage of all the MP that regens during the time you aren’t using it, yet Bard is just there, with a lot of unused MP that you can’t really use for anything else unless you go for UTs.
Having cooldowns on abilities is not my problem, that’s why UTs exist; having a cooldown / limiter on the usage of your MP on your supposed main ability, you being a Magic class, is the problem.
(Snake Charmer has a cooldown and it is one of my favourites) -
Since he’s a robe class, shouldn’t he support WisMod like the other robe classes? (Wizard is a special case)
I thought that the whole point of having him use robes would be for his powers to be enhanced by using them.
Isn’t WisMod something we want to see being more used in the game, especially on robe classes so that it gives Wisdom a reason to be sought after?
It just all seems very weird to me that the class uses a robe yet benefits nothing from having what the concept of a robe offers: more MP and Wisdom… What’s the point of giving him a robe then? Is it just for show?
-
What’s the need for a Defense buff if it has effect at the same time as your Range boost?
This one baffles me. Aren’t you supposed to want to be tankier when you have less range and vice-versa? What’s the point of getting a defense boost if you can stay farther away from enemies and be safer? And what if you get Quiet? The DEF boost won’t help you in that case. -
Repositioning yourself due to Inspired constantly running out / being activated becomes extremely annoying.
Lutes having a 1 second period where your Inspired ends and you can’t activate it again causes your range to come back to normal for a few moments. Most of the times you won’t know when it is running out not just for a lack of visual signs but more because you might be focused on dodging bullets or doing something else and when it runs out, you’ll be out of range for your attacks to hit. This will cause you to notice and you will move closer but by the time all this happens, you will be able to activate your Inspired and you’ll want to back away to be safer again. This repeats many times per minute and is just very very annoying to deal with. It might not seem like much but it becomes a real nuisance the more it happens.
Gameplay wise, the UTs are very easy and satisfying to use while the Tiered ones are terrible. It’s even more strange that you completely outclass a tiered Lute with the Concertina if you have a pet that can heal you by more than 100 MP every 4 seconds (or around Lvl 92 Magic Heal) as you can perma buff yourself and your allies and you aren’t losing out that much by sacrificing the Defense boost, given that it won’t help you a lot considering the distance between you and the enemy and the effect’s duration, not to mention the DPS you will get from the Concertina.
When I was playing Bard, even if all I wanted was a range boost during a boss fight, I’d always go for concertina as I could keep my range boost up until my MP ran out, saving me the trouble of having that annoying repositioning problem and overall being a lot more simple and friendly to use. Whenever my MP was running out, I’d back away, regen, and repeat. It gives you a lot more control of how you can use your MP without it being limited usage for X time and doesn’t introduce that annoying 1 second period of not being able to hit the target.
There are a number of ways you could deal with these issues and these are the ones I came up with:
-
Idea #1: Replacing the one-time click bard ability activation with a “On Key Held” one, similar to Ninja’s Speedy.
I don’t remember where I saw it, but I recall seeing someone mention that Bards should have a On Key Held ability. It first seemed like an odd idea but after giving it some thought I started to like it after building on it myself. Not only would this make more sense in terms of how it works (Bard playing the Lute while you hold the button) but it would also give you the freedom to use it whenever you wanted without a cooldown.
The way I see how it would work would be the following:
While your key would be held down, your MP would be consumed at a certain X MP/s and you + your allies would be given Inspired. Your MP heal would be disabled, in a similar fashion to the likes of the Crystal Shield.
On Key Release you would receive a DEF boost on self to go in. It could also be put under a cooldown of 1-2 seconds just because of the DEF boost.
To get their MP/s while holding down the key you would simply divide the total MP used, by the number of seconds for each lute (from the current tiered lutes), this would be around 23.(3) MP/s for T0 and 16.(6) MP/s for T6 (maybe a bit more to account for the 1 second that the cooldown gives). Though to me this seems more like a viable option for a defense penalty to even it out (more on this very soon), granted that your Inspired buff would last very long with this method, even with MP Heal disabled.
Not only would this solve the MP usage problem but it would also remove the annoying problem of hastily repositioning yourself everytime your ability runs out / comes back up again and instead give you time to plan ahead as you would know when your MP was about to run out in case you went for the full extent. In case you would decide to release it sooner, then obviously you would know that as well.
Additionally, you wouldn’t have a (somewhat) useless DEF buff alongside your long range but instead have a DEF buff when you really needed, which would be after your long range period ended.
-
Idea #2: Bringing back the On Equip DEF boost and nullifying it whenever you use your ability
I personally am quite a fan of this idea: you would be given an “On Equip” DEF boost (just like in PT) and have that DEF nullified whenever you used your ability by a DEF decrease penalty for as long as the duration of Inspired (or while Key Held, as stated earlier), essentially becoming a Robe class whenever you activate your ability and being a Bow class when you don’t. This would also bring back the lutes’ desirability for the added DEF bonus and would keep you protected even when Quiet which is when you need DEF the most due to not being able to increase your range. -
Idea #3: Simply removing the Cooldown on Tiered Lutes (and changing the Stat boost ability on use to something else if it were to activate on use)
Rather straight forward: removing the Cooldown, allowing you to use the ability to your heart’s content and maybe adding a different stat buff such as a +10 Speed Boost to self, for mobility, or something else useful on pair with more range.
I know some people won’t like the idea of not having Cooldown on Lutes because it would be broken and/or you could perma-buff everyone but look at the Untiered Lutes and that argument doesn’t hold since you can perma-buff everyone with a powerful enough pet by not even using a Tiered Lute.
At the very least you could keep the group buffed for a good while before the MP usage starts to catch up, and by the time that happens, the fight might be over already or the boss has moved to his next phase giving you time to regen MP again.
This isn’t even taking into account the fact that there could be more than 1 Bard in the group, which even using Tiered Lutes would enable the entire group to have a permanent range buff simply by having them have decent pets and alternating between who uses their ability.