Thread:FixSRwiki/@comment-46261745-20200802231427/@comment-26544499-20200807162823

I think that you'd have to code in an entirely new category of attack, but that Snipe idea is worth a shot. It'd make Archers unique. If you want to go wild, randomise which of the new Snipe skills generics spawn with (in place of their default Bow Attack). Foot Snipe, if it is to be kept as is, will need a rename.

Unskilled Volley could do with being removed entirely. Volley isn't worth two upgrades.

The classic Leaves Hiding combo is to put a Ninja on the front line, say Kiku, and give them something like the Guts Armour. On low difficulties, they can hold the front line alone.

Overtime might get better if Monks are buffed. As it stands, you'd only want to use it offensively. But if you needed it, then that's just proof that your team wasn't offensively powerful enough and therefore you should've brought a real attacker rather than a Monk who doesn't even have Guard Cancel or Youkai Ward any more. Now, if the Monk was a real attacker, maybe we'd be in a business? Then again, is it worth two upgrades? My first fix would be to replace Overtime with Overtime 2. After that I'd probably focus on buffing Monk Charge. If they're still not useful after that, then I'd make Monks (or just Monk Charge? It's slower than Youkai Ward) faster, make Overtime 2 cost only one action, give most of the Monks in the game an extra action, and then hope that's enough to turn Monks in to a useful unit that wins by playing the long game and being the last unit that can still make meaningful moves. Actually, that last idea might be a good one - it's got synergy with Guard Cancel and their healing skill.

That's a dangerous approach to nerfing Uruza (assuming that we even need to do that, we may currently be buffing everything else to be in line with it). If you do that, then I'd probably just use All-Guard Shikigami instead of her.

I think the idea with Seigan is that he's slower but can take hits much better than Natori can. Miko Storm 2 seems like a fairly reasonable extension of Miko Storm to me. If I wanted to follow these themes and make Death's Scythe more balanced in comparison, I'd probably make it need two hits to cancel rather than one.

Randomising the gourd locations is delightfully evil. I'm not capable of giving it a balance review, it's so beautiful that my mind gives it automatic approval. The sadist in me says to not tell the players the new location until they've broken it. Not only is it even more evil, it'll discourage people from trying to restart the game until they get a favourable initial distribution.

My idea for a new Archer unit was to stick it in Houjou, but I can absolutely see the argument for Iga. Asai-Askaura and Akashi are also on the table.

I know that captures can be used to manipulate the AI, but I like the idea of giving the other Mages access to Sticky Ground. Do you think that Fire Blast and White Destruction Beam need any work? If we're not changing anything other than A-Cutter and Sticky Ground, then I worry for Magic's unit. Shizuka also loses some value if she's not the only way to get Sticky Ground.