So, there's a lot of feedback, but I'm having a little bit of a time keeping some of it straight. Especially since the update only touched on a couple classes, not all of them.
If we could keep it within the realm of what was done, to simplify that to start with and make that better, it would speed up the process of getting to a final point of implementation. After which, we can turn attention towards other aspects and classes.
So:
Champion
The 'Axe Champion' was actually missing some effects, like the other skill trees have for various skills. Most Axe skills were just damage, nothing to support the design of the tree or a build. Critical down, accuracy down, are some of the methods of status affliction to assist with their offensive strength design and overcome one of their major design weaknesses.
- What's good about the changes?
- What's bad about the changes?
- What do you suggest should have been done as a change?
The 'Sword Champion', was showing too much consistency in its ability. One of those being, the assured chance of silencing a target without resistances to it. For that reason, the chance was reduced to 80%, from 100%. Not much more to say regarding that.
- What's good about the change?
- What's bad about the change?
- What do you suggest should have been done as a change?
Clerics and buffs
The idea of how reliant buffs have become to the mentality of playing, there's a lot that could be done. However, as options go, I would prefer not to completely take away skills from a class. So in case I haven't mentioned this before, here it is again.
Back when we first introduced the Charm update, to influence buffs, we had already set the reduction to the values of buffs, that could be influenced. However, and very unfortunate, we forgot to include the influence of Charm to those values, when considering their upper potential. So in effect, the buff impact was nearly greater than before, even with the cut back on how strong they were prior. Kind of a two steps forward, one step back situation.
So with that being said, that was one of the reasons to want to scale back the values a bit further and put it to the test to see the outcome.
Yes, the % is a set standard of ability improvement, so there's always at least that at a minimum. But the influence of stats is where it gets a bit difficult.
On one hand, I'm hoping to try to manage to get the personal class buffs, to be more competitive with a Cleric's support potential. The idea of having a full group of each class, could rival that of a support Cleric. There are pro's and con's to either situation, but that is the core intention here. Discussion over the outcome is what makes game play interesting!
In any case, the idea is there and one we're working towards.
On the other hand, we also don't want to make a class buff SO overwhelmingly powerful, that it becomes a breaking aspect of the class or to game play. Nor do we want to make it remove the need for buffs from a Cleric who's invested a great deal of effort in to being the best support they could be.
At this point, it will be a small numbers game. Where do you draw the line for a class' build, to let the buff be competitive and not overpowered?
Support Clerics have typically a very high amount of charm, and to make a class provide a buff that doesn't challenge a full support Cleric, but offers something close to without having to invest in to a large chunk of Charm themselves, is very, very difficult.
With that being said, let's continue the process. For the Cleric buff changes:
- What's good about the changes?
- What's bad about the changes?
- What do you suggest should have been done as a change?
Oh and a side note: The reason why dodge was reduced, was to keep it on the same level as accuracy, so they could remain in equal benefit when receiving both buffs from a Cleric. It was very much noticed that all defensive buffs were not changed, as reviewing them, the values they provided were acceptable for what they would do to influence combat.
These are the simplest questions that can be asked to help things get focused. I'd also appreciate if we could keep it to the changes first, before we lead in to other matters. I find that the "taking it one step at a time" will work better for us, so we don't spread ourselves out too thin, too fast. Which is quite easy to do, and we'll get more accomplished in the both short and long run that way.