Dekoras
Member
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Figured I'd throw in my 2 cents... Chieftan's Iron Thorn I've always thought this was fairly balanced (I've been playing for a long time), but it seems due to the massive increase in damage output over time, CIT becomes broken simply because it's downsides are rendered moot. I think it can actually be kept the way it is, provided other things are balanced out. Alternatively, perhaps it could be swept to essentially be a warrior's version of Celtic Wheel (ie. a standard earth shield with a toggleable +50 STR boost), which would help level the playing field so that mages can't deal so much damage with armor skills, since they have spells. Speaking of which... Armor Skills I always thought it was a bit absurd that mages are able to deal the same damage as warriors with armor skills (isn't this supposed to be the main draw for the warrior build?), and a higher SP cost doesn't really make up for it. Wouldn't it make more sense to keep the cost the same and only scale damage off of the weapon's type, so that magic weapons lead to a *3/4 damage output compared with melee weapons? Spells These were always the big draw for mages, but it seems they have become somewhat pointless (outside of the damage-boosted/armor skill spells), as mages can just do more damage in other ways. With the above recommendations, I think it would help return the game to a point where damage spells are more viable again, and more of how a mage is supposed to function. Stun Meta Thought the concept was cool when it first became a viable strategy, but it seems to have grown wildly out of control. The main culprits seem to be Purple Rain and Essence Orb. As much as I enjoy using them, it makes the game repetitive and I feel it definitely violates the balance. Turning ordinarily useful miscs or abilities into complete game breakers, I think something really needs to be done about these. Monsters that aren't killable in a few turns from these types of strategies have become few and far between (not to mention the player taking no direct damage). It would also make boss status' (freedom, damage cap, etc.) less of a necessary evil and more of a unique aspect to the particular boss challenge. Honestly, I'm surprised nobody has brought this up yet. Booster Pets While I think its pretty obvious that these are OP, but I'm not sure how best to go about balancing them, given that most of them cost actual money to buy. I know the only reason I decided to shell out money for Dunamis is because you're simply playing at a huge disadvantage as a melee user if you don't have him. That being said, if pets/guests like this are revamped to be too balanced, or made to use CHA as a main stat, this will inevitably cause a lot of disgruntled customers (myself included). I don't think it's fair to the people who specifically paid for items like these to be penalized too much for it, and they shouldn't have to change their entire build just to make use of them. Stats As people have already mentioned, DEX seems to be an unbalanced stat. Either a nerf to this or a buff to other stats appears to be in order, as the penalty for having no DEX at high levels is simply too great. The only exception to this being a lucky hybrid, but you are pretty much relegated to only using the Werepyre armors. I'm all for more viable builds and character diversity, so I'd be happy to see END and CHA get a boost in some way. You can also put me down as a vote for each of the top 3 recommendations so far (encyclopedia, stat revamp, & trading system) +1 Let me know what you think, or if I'm missing some key points somewhere. We all just want what's best for the game, after all
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