So before the class (presumably) goes live tomorrow, I want to throw in a few suggestions for tweaks. First off, I love the base design for the class, the momentum system is really cool, I love the way the hexes and boosts work, and I think overall the animations are superb.
Cooldowns for Boost.
This should be changed though. These cooldowns should be adjusted so that the ones at the end of the skill get shorter buffs, and the ones at the beginning get longer buffs so you feel like you're properly rewarded for going through with the massive setup, rather than feeling like if you don't, you'll be punished. Right now I feel like I have to do every boost in succession to get the most out of Ultra Boost, but then I use it and feel like it was a waste because the increased damage only lasts for a single attack, even if you immediately use Shift. I'd rather have these evened out so once you use Ultra Boost, all of them get a flat 2-3 turns, if you used each one back to back. This is alleviated for the most part after you use double turns, but with the exception of Inn Challenges and bosses with ridiculously high health pools like the Doom Amulet, you generally don't get a chance to actually take advantage of that.
Fade doesn't actually give you any momentum. It's good for avoiding nukes from bosses, but it does very little outside of that, due to the fact it only lasts one turn. Personally, I think Epoch is extremely underpowered for general use,
due to not having a good standard enemy clearing skill, and its multi being locked behind momentum, which takes at least 2 turns to get to a full bar (out of the 4 bars that the entire meter is made up of). (I was mistaken on this part and have clarified my opinions in a future post, just scratching this part out to avoid spreading misinformation about something I was mistaken on. My following suggestion still stands though.). What I suggest is that this skill retain its use as a 1 turn dodge, however the mana cost and cooldown is increased and the skill gives you 2-3 charges of momentum. This would make it so for general use in quests, the class can immediately shoot off a multi or a stun so that it can deal with standard enemies on par with other classes.
Anything needed to be changed with the class that can balance these buffs out would be fine by me, but generally, I think the class is absolutely amazing in boss battles once you get set up, but it's clearly geared around long, drawn-out battles, and because of that there was a distinct neglect for its ability to handle the short 1-2 turn battles that make up the majority of the game. Just to add on top of that, Dragon's Patience exists, and that, in my own personal opinion, is one of the best bossing classes available, and it can easily handle normal play, in fact it can actually handle it much better than most classes due to it being self sustaining with its heals and mana regen, making DragonLord in general one of the best classes for Timetorn Matrix. Does this class need to be more powerful than DragonLord? No, DragonLord (with its artifacts) is a Swiss Army Knife for this game, you can steamroll most content with it, and therefore nothing should be balanced around it, but I am illustrating the point that a class that is extremely good for bossing doesn't need to be balanced by making it weak against normal content. It can be good at both.
< Message edited by dragon eye01 -- 10/5/2018 5:53:05 >