Noremak Soothsayer -> RE: Balancing Warrior and Mage (2/17/2019 15:23:17)
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Alright, I'll bite. The Dex problem has been talked to death so I'll try to skip it. A warrior and a rogue are the same build 200str/200dex/200luck. (I lied. I hate it.) I'd love to be a crafty rogue but daggers and rapiers don't scale with dex. Also, I refuse to use 100% proc weapons because I can't use armor skills, further exacerbating the problem for me. Fix: make dex more damaging and give STR a bonus to blocking? (I'd say it takes strength to use a shield.) Also, level scaling class armors need to be a thing. The system is perfect with subraces right now. You can get the scaled armors but only if you're that subrace, making player choice all that more important. Why put it all that time and effort animating the classes if you're just going to out level it? This is why I hate reaching lvl 90-100. I wish I could level lock my character to 75 just for that reason. Defining your character and how they do things are the heart of RPG's and must be brought to the fore front. In the same vein, the moral compass needs to be brought back. Fix: Scale class armors and more morality quests. (And maybe just let me level lock my character so I can experience the joys of early to mid game with all the awesome class armors so noone has to do any work. I'm okay with never leveling up again.) The moonwalker MP spell is an awesome spell. The issue is that hybridization is a terrible idea due to a lack of equipment. If there were more support spells (i.e. spells that boost a stat or defense rather to directly do damage damage) and items (e.g. a sword with a sustained buff to damage for MP), hybridization would be more viable. Until then, a magic archer/mystic knight/shadowblade don't exist yet. (Just thought of another idea: an invisibility spell that can only be used before the battle starts during the prep phase for initiative and BTH for the first turn.) Fix: new items, even if just copy and pasted old armor skills with no or minimal animations. Similarly, to boost build variety, we need items with different damage equations. For example, ranged weapons use STR/10 + DEX/40 + LUK*3/80. Why not make some weapons use STR/10 + INT/40 + LUK*3/80 or CHA/10 + DEX/40 + LUK*3/80? Heck, you could probably make a weapon scale with END (idea: the mace of healthy life choices) or weapons with reduced scaling but higher base damage just to boost interest in defensive or alternative play styles. Even better, make a dex weapons scale more with dex with lower base damage. Fix: probably could just swap out numbers of existing weapons to save time while creating new weapons.
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