Board Thread:Suggestions/@comment-149.254.218.181-20160218041901/@comment-27135445-20160220154436

let me put some input here...

The class itself-spect is in the state of being a confused role it wants to be up close by teleporting with V, dragging people with Z, Mana regen on physical combo hits, and Having its C to do a little extra damage up close. Now its other role says the complete opposite and wants you to use your E to do damage without harming yourself too much, and X to have a way for its ghost to get close. I wouldn't consider this class to be so much of a multi tool like Mech or Trooper is because this role that spect has completely goes against it. Now I understand that with styles might fix this and have one be physical and the other be ghost focused but still. So i'm gonna just focus on making spect a far range class.

Click Combo-Maybe have the click combo focus on knock back like trooper and remove the 4th it’s a waste of time it barely hits and does more harm than good

E-The E needs some work, first off remove the armor ignorances during jug fights, i think the ghost needs a slower combo attack or less damage or maybe a little bit of both because when spect uses the ghost on classes that don't have much agility can pretty much give spect the win unless someone interrupts. If the less dps should be countered with slower mana drain in ghost form and maybe the passive slightly works like maybe a 10% chance to restore some mana or after a kill restores some mana. and to make spect not win all the time against slow classes maybe after each time the ghost hits it stacks a small speed down and spect has to move back and not attack to regain its speed its kinda ify but it may work.

Z-Well the Z is somewhat fine for a full focus melee class but maybe it should be able to be used by the ghost while in ghost form to drag people to the ghost

X-Ok well here’s another problem. The X can get a lot of damage plus the V can lower the enemy's defence there for you just melf that person unless they have enough defence to tank it or agility to run down its damage and defence debuff. So maybe have it give less damage but more range and have it so your ghost doesn't fall off the map and kill you and not have it roll around when you use E during X

C-The C for me is a slight damage booster because the mana cost is low and it does damage. Now as a defensive move it's pretty unreliable. Maybe make it so that the orbs do less damage and take a little more mana but have it so that they have a slight homing, a small speed debuff, the ability to block ranged attacks like troopers bullets and also when one is used it tells you by having to C cooldown thing flash and finally make it so that they disappear when you enter back in physical form

V-Probly one of the weakest V in the game. give the V more aoe so more orbs can hit but lower the defense debuff per orb. maybe have it so that the V can be used during ghost mode to have your ghost and body swap spots leaving behind the orbs. that's the best I got for the V

Welp i'm done ranting hoped you enjoyed the extra reading