Thread:FixSRwiki/@comment-46261745-20200802231427/@comment-46261745-20200806181357

I've been thinking about the 'snipe' skills that the Archer has, and one thing that comes to mind is that these should really be Ally Guard ignoring skills, similar to Yamamoto Sweeping Fire, but not penetrating, rather than just some weird multiplier on specific troop types.

So you could choose to upgrade their basic attack to be Ninja, Warrior or Tactician snipe, and only if targetting that specifc class, they could ignore footsoldiers, otherwise, iit remains their normal attack (but it would not have any multiplier). I guess people could chooose between those niche options and a more general 'bow attack +' type option that just gives a bit of flat damage, as it currently does.

Foot soldier snipe and other special moves would just remain as is, as a 4th group skill option. I still think at least Unskilled Volley should have a speed buff, but I'll take your caution about speed buffing them generally.

Battlefield  construction is indeed great... though I haven't really seen much use to Leaves Hiding - maybe I'm using it wrong...

Need to think more about overtime... I'll leave that where it is.

Like diminishing returns on meter manipulation! That would make a lot more sense than what I was thinking around extra triggers for secret reinforcements...!

The first thing that comes to mind is simply to make Accurate Shots require at least 2 actions to use, but still exhaust all actions. Would immediately break the combo synergy... in fact, it would also mkae Convert Action 2 on Himiko so much more useful.,

As for Natori... I never understood why the early game character (Natori) basically had a 30% damage + higher speed than the late game character (Seigan)... I fell lke they should swap skills...? What say you to making Death Scythe what Miko Storm 2 is and vice versa?

Another 'soft' nerf I am making to Natori is to randomize the Iga and Akashi gourds among Iga/Miko institute and Akashi/Tokugawa/Tanegashima houses. I've already made the graphics for this and the changes in the code are pretty simple. I think this would add a lot of variety to early game expansion options, since the gourds are suddenly in different places each game, making for different decisions. (This will be in the initial release of the patch, so looking forward to seeing your thoughts and reactions)

I was indeed also thinking about Archer uniques... Rather than uniques though, I was thinking of addng a viable semi-unique recruit, possibly to Iga of a pretty decent archer. Iga already has so little incentive to conquer, so adding in a decent archer with a unique face can help both Iga and the Archer class.

As for mages, hmm, I'm wondering if rather than changing how their skills work... we just give Rizna and Magic the option to get Sticky ground? That and upgrade A Cutter, as we discussed previously. That already makes them viable as far as I'm concerned. It's just classes like Animals and Archers that need more substantial changes.