dragon eye01
Member
|
Okay, after taking time to test the class, here are my thoughts. TFS is right about ProtoSoul economy. In any Inn fight, and even some story fights, dating past about 2024, ProtoSouls come at a pretty decent rate. Class feels good, and if the majority of your testing has been done against those fights you probably haven't felt any issues. In Main Story and some of the earlier Inn fights, the only lever you have to manage the snail's pace at which you get Protosouls is by stacking -All res. When Story bosses are hitting you for 300 damage at -184 all, that doesn't feel like a very good solution. It's a solution, but it's not a good one. Somehow a solution is needed to bring the class' weakest performance and it's strongest performance closer together, because right now it feels very feast or famine. I'll leave that up to Verly to figure out a viable solution, I don't want to backseat dev, I'm just explaining how the class, and some of these changes feel, not how to fix them. Soul's Edge changes seem geared toward people that are using the class to steamroll hardest of hard Inn fights, so I have no major opinions there. I would argue that if the debuff becomes too detrimental, then the mechanic will end up only mattering for the highest of high end players that are into spreadsheet math on superbosses, while most people avoid it like the plague. If that's the intention of how soul's edge is supposed to work, then that's fine, but it feels like a waste to me if it does end up in that situation. Most of the changes here didn't move the needle on how ProtoSouls are used. The unempowered skills do feel a little better to use, but they haven't really changed how I value the use of my ProtoSouls, nor how much I'm fiending for them in lower end fights. As far as the skill changes go, I'm pretty content with them. I think they're in good places, Hecatoncheries (I think I'm spelling that right?) might need an unempowered buff though. At the current moment it feels like a filler skill in a sea of other low CD, high-value filler skills, especially now that it can't fill the niche of padding stats for WIS builds. Some 400 IQ gigabrain player will probably figure out how to utilize the -STR/DEX/INT with Darkness to limit nuke damage and still get a bunch of ProtoSouls, but it seems like a very niche use case. 6 hits for special fishing is nice though, so maybe it's fine? Speaking of WIS builds, I really dislike the level-based MP change. If WIS builds needed to be reined in due to absurd tankiness, that I get and am totally fine with, but this leaves WIS dead in the water. It does give you a bigger MP pool, and marginally increases your healing, but it doesn't feel like there's any reason to heavily invest in it save for, again, the people that are really into spreadsheet math for the rank 4 and 5 Inn fights. I would rather keep the WIS scaling and slowly creep it down until it hits a spot that the devs are happy with, than to gut the scaling entirely. Level-based HP changes are fine though, primarily because there's very few times you're not running 200 END anyway, and these actually moved the healing needle up a little bit at that statline, unless you're hyper-boosting your END with gear, in which case this class already has enough problems with demanding gearswaps, I think. That about sums it up. Overall I've agreed with most of what TFS has said. I don't feel nearly as strongly on most of the skill changes, just that they don't actually move the needle on the one problem I do have. I don't want ProtoSouls made more plentiful or readily available in the fights they already feel good in, but I do want the lower end of FW's performance brought more in line with its upper end of performance without having to rely on -All resist, because someone coming into the game and getting their hands on the class for the first time shouldn't be told to go farm out Hidebehind, Dead Drop Bear and Veragiri just to be able to use the class' main mechanic more than twice in a typical Main Story fight. How you can accomplish that, I'm not sure, but until that problem is resolved I just don't like the class conceptually.
|