SPEAKING OF THE THIEF:
I just realized why i find their passive "Twist the Knife" so lame compared to other passives and that is: Twist the Knife let's you do extra damage when you attack an enemy that currently has 1 or more debuff on them (this sounds good in theory) THE PROBLEM is that the debuffs system in CoCII actively RUINS this in practice, what do i mean? simple:
When you Debuff an enemy those debuffs are set up to end "after x ammount of enemy turns" and the enemies tend to have 2 turns per round (if not more with bosses) while you only got 1 turn per round, meaning that the next round they'll almost always be fine/back to normal because all the turns the debuff lasted were used up and you NEVER get to pull off Twist the Knife cuz of the "debuff effective for 1-2 turns" bullshit that got rid of it in the previous round of combat!
A MUCH BETTER way to do it would be to make the debuffs work the same way as DnD ones do, and that is "The debuff lasts until the end of your next turn" so that way the Thief would be guaranteed at least a chance to attack someone with a debuff and fucking benefit from Twist the Knife passive!
Hell it isn't even that crazy of a fix when you consider how EVERY OTHER CLASS' PASSIVE WORKS ON THEIR TURN/ON THEMSELVES! don't believe me? look:
White Mage: Healer's Hand restores your hp on YOUR TURN when you heal others.
Black Mage: YOU get extra crit chance based on Willpower.
Warrior: when YOU wear heavy armor YOU generate more thread and are immune to Terror Debuff.
Charmer: when YOU wear light armor YOUR sexyness get doubled.
Thief: HURR DURR LET'S BE LINKED TO AN ENEMY AND WETHER IT'S HURTING OR NOT.
I just realized why i find their passive "Twist the Knife" so lame compared to other passives and that is: Twist the Knife let's you do extra damage when you attack an enemy that currently has 1 or more debuff on them (this sounds good in theory) THE PROBLEM is that the debuffs system in CoCII actively RUINS this in practice, what do i mean? simple:
When you Debuff an enemy those debuffs are set up to end "after x ammount of enemy turns" and the enemies tend to have 2 turns per round (if not more with bosses) while you only got 1 turn per round, meaning that the next round they'll almost always be fine/back to normal because all the turns the debuff lasted were used up and you NEVER get to pull off Twist the Knife cuz of the "debuff effective for 1-2 turns" bullshit that got rid of it in the previous round of combat!
A MUCH BETTER way to do it would be to make the debuffs work the same way as DnD ones do, and that is "The debuff lasts until the end of your next turn" so that way the Thief would be guaranteed at least a chance to attack someone with a debuff and fucking benefit from Twist the Knife passive!
Hell it isn't even that crazy of a fix when you consider how EVERY OTHER CLASS' PASSIVE WORKS ON THEIR TURN/ON THEMSELVES! don't believe me? look:
White Mage: Healer's Hand restores your hp on YOUR TURN when you heal others.
Black Mage: YOU get extra crit chance based on Willpower.
Warrior: when YOU wear heavy armor YOU generate more thread and are immune to Terror Debuff.
Charmer: when YOU wear light armor YOUR sexyness get doubled.
Thief: HURR DURR LET'S BE LINKED TO AN ENEMY AND WETHER IT'S HURTING OR NOT.