Thread:FixSRwiki/@comment-46261745-20200802231427/@comment-46261745-20200805140341

You will have to explain to me Maria's passive additional attack - how would this work? Like the Ryugyuu?

One thing I have been considering is that certain troops should have 'limit break' type skills or passives:

- Animal commanders should have a skill that gives them full effectiveness of troops over 500 - this could either take the form of a 'charge' type preparation skill or a simple attack skill

- Musketeers should have a skill that allows them to break through damge limits (maybe associated to lure rather than a stand alone damage skill)

- Was thiinking this could be a way to treat mages too, rather than speediing them up. Slow but powerful mages made a lot of sense to me, though reducing A Cutter cost makes a ton of sense...

I was also planning on just giving archers a flat speed improvement on all their skills, but particularly prep skills. Rather than just giving up and giving them all volley...

Also, I note that most of the suggestions are about buffing cedtain aspects. But I'm also curious about what to nerf. Some things I have in mind arre that Tacticians should not have the same attack strength as archers. Nerfs to meter moves - not necessarily on effectiveness, but on how they interact with secret reinforcements

I like the idea of Ninja speed. It might go hand in hand with a slight attack formula nerf though. But also with a change I was considering on moving the monk skill Overtime to Ninjas (perhaps with a renaming, such as Sabotage retreat) - Monks just seem overloaded with other skills that make them redundant as fighters, and Ninjas could have a good synergy here.

Any other nerfs that come to mind?