Before talking about that, I just have to mention that I found that implementing systems into pvp quite dumb from the start. Most of these systems were built to supplement their weaknesses in pve. Which is why I find Raven’s system to be the best when it’s the most boring.
Raven sucked at clearing sections in pve, so now there’s something to cover that up.
Elsword at the time had very little in terms of protection against bosses, so give him a berserker attitude that just gives explosive power. Chung with ammo, Ara with orbs and so forth.
However, it’s just abusive in pvp especially in comparison to Ara/Chung which is pve based compared to Add’s that was pvp based. And how crazy Vitality stance in pvp is quite hilarious where I can kill the whole team in seconds and another guy I used to play with drained all their mp with Luna Blade.
It’s one of the reasons why I mained DC in pvp since I could go about situations in several ways instead of just going for the kill.
A system should be fun, it should be a completely new addition that makes you rethink how you play. Aisha’s memorize, does nothing. It’s quite boring and in the end, it lets you have some skills in reserve for one time use so maybe you’ll do it twice in a run(6 skills). I’d understand if using the memorize system would actually buff the damage of the skill by 2 or something. It wouldn’t be fun at the slightest, but I’d at least see how it’d be useful.
Now we already have an archetype for systems. It works so why not just use it again and change it up a bit. We also a protected button(v) to use at our disposal. And we should also remove it from pvp so the balancing concept won’t destroy how fun a system can be made.
So generally, you hit things and some type of tool grows stronger and you can launch it and the power depends on how much you hit things. Now change that a bit; your tool only grows by using mp. Let’s say all mp consumption gives 1/2 of what you used. So 100mp will give 50mp to the bar, etc.
Make the bar have 4 limits that much up to 100mp. Your max damage potential comes in at 75%. 100mp is considered an overload.
Now you have the methods of gaining the system, but what does it do? And that’s the beauty of systems, why limit yourself to one thing, way of the sword was the better system to begin with.
You have the V key, but now extend what it can do with directional inputs. V+^ can be a sunction skill. V+> is the generic projectile that damages things. V+v is a straight up buff such as: MP gain +6%, damage +15%, movement+15%, etc. Of course, this means they’re all divisible by 3, meaning 25mp would only give you a 5% movement buff. This also counts on the range of the suction and the damage of the projectile.
But now you can consider, wouldn’t that make DW op because she makes the most mp(thus can use the most) of all Aishas? And yeah, but she was kind of weak too. But this comes the beauty of how you can change a system. The system has 4 stages. Thus if you pass 100mp, you overload, causing a 4th stage of the generic projectile(yo can consider the overload to be maybe 2x the damage of the stage 3 projectile), while depleting half your health. So, a crap DW will most likely kill itself half the time, lol.
And in the end, you should have at least have a catalyst to explain why the system exists. And that’s rather simple, when the story provided Aisha a ring right from the start.
And I wrote all of this under 10 minutes (屮゚Д゚)屮.