As has become traditional over the years, I often add some changes of my own to the ongoing classlead rounds. This one's no exception, and here are the alterations I'm planning to include - as always, feedback is very much encouraged.
- I'll be removing the concept of seraph/ouroboros energy. The professions already have similar "power bars" in Devotion, Necromancy, and Kanai, keeping yet another of those feels redundant. There isn't anything significant enough in Fayth/Malignosis to warrant the mechanics, so we'll just get rid of it.
- One more for Devotion and Necromancy - I'll be changing up how devotion and essence works - instead of a big pool that takes a long time to replenish, they'll change into a much smaller and more dynamic resource that is easier to both use up and replenish, to provide some opportunity costs for the included effects. Don't expect anything super-amazing here - these are secondary/support skills, after all.
- Limb damage. I'm considering adding a 15s cooldown to all the feint attacks and providing a channeled skill to heal limb damage (possibly with some alterations as per classlead 47). This is rather tentative, thoughts are quite welcome
- Finally, mages. I think I'm going to go ahead and change the attunement system to a mechanic similar to the Summoner taint, with corresponding changes to effects, usage, and so on. I'm not entirely keen on this (as the beta participants surely know), as we have several classes using this approach already, but the attunements aren't really working as well as I had hoped they would.
Okay, there you have it, comment away! I'll announce this in the game later on too, once I'm sure that we'll be doing these.
Comments
Can we also maybe see some more Bard tweaks? The resonance system, Thespia, and Artistry need some more to tie them together. While resonance is a HUGE step forward, Bard is still sort of clunksville.
Any chance of a classlead beta this round?
Once you've been a defiler for a bit and had time to fill your shadowgear, haze ceases to be a consideration because the shadowveils still continue to generate and store shadowgems. At this point, haze is generally not a thing you ever consider, other than to occasionally stop to siphon more haze out of the veils.
The first few days as a Defiler, though, haze is astoundingly punishing. After learning defiler to tri-trans, I was unable to even put up my class defenses because I didn't have enough haze to do so. I wasn't even able to practice/test my new abilities, because I didn't have the haze to do so and I wasn't willing to spend the little bit of haze I generated to just see what the skills did.
Haze is really quite useless as a resource. You could remove the haze system entirely and established defilers would never notice the change; they have so much of it that haze management is never an issue. The only thing that haze really does is hamstring players who are new to the class.
My suggestion, honestly, would just be to remove it. The idea of "You have fought so much today that you've got to suck for the rest of the day" resources is frustrating and dumb.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Bard tweaks - possibly, but nothing big in this round.
Haze - possibly, will think on it
Hunter/big reports - it really depends on what you want to propose. As a generic and not-very-helpful answer, include the inter-dependencies in the reports. Generally classlead reports aren't really meant for sweeping changes.
Some classes need to be brought on to a beta realm with no precise plan and a handful of typical beta people need to help you hammer out their kinks.
This means that a slight change to Trigger in one direction needs a counterbalance in another-- If Triggers are reduced down to 1 or only allowed for shields or whatever weird thing happens, there needs to be a counterbalance in another place, changing the function of poisonmind or breath weapons or whatever(before anyone freaks out, no, these are nowhere near the changes we've been discussing-- They're bad examples on purpose).
Kudos to Aleutia and Bellentine for being awesome.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
What are the things you would want to keep (that make Defiler special)?
So, mage. I disagreed with you because mage is off the wall awesome. The biggest thing in your favor (pre this classleads) was that elemental attunements are always at the bottom of their curing tree, outside of randomized curing. You never needed to track the afflictions themselves, just the levels of attunement on the target. It was often better to push 2-3 elements instead of farming 1 element in 1v1, because I'm just going to high-priority fire above other herbs and shut you down. Crosstune is your friend here. This is why Kryss was a one-and-done disruption mage who jumped ship as soon as disrupt spam showing signs of nerf batting. In teams, you stick to 1 or two elements and rock those. Protip: It's not fire. <-- This is why Bellentine is scarier to me than Kryss, Mathiaus, or Seraphyne.
Decompose needed to be nerfed, but I feel that making it a 100% channel skill is a waste of 4,000 earth attunements.
All Ahkan's ranting aside, I'm also extremely saddened when a newbie comes to me, fresh-faced and excited about being a wyvern and can shoot fire and ice and whip people with their tail... And I have to tell them, no, you can't actually do anything to anyone until you learn Trigger in Supremacy.
Bloodpoison doesn't seem to fit thematically either. Poisoning blood to kill? If I told someone that this profession poisons blood and ruptures, or overwhelms an opponent to melt their brain... No one would think "powerful nature profession". Instead, they might think, "Psychic assassin" or "infernal torturer" or something.
So, I guess what I'm saying is that Hunter right now is in a bad place. It's pretty powerful, but it's also atrocious for anyone who's not really tri-trans. It also doesn't fit thematically. It's balance is in such a way that everything teeters on a single skill-- A hair this way, a notch that way can either make the profession far too powerful or way too nerfed. There's also an artifact that pretty much says "-2 afflictions to kill", which is mind-boggling pay-to-win. Not only that, it makes it really hard to balance the artifact, or balance the class with the artifact. We go one way or the other, we need to figure out how an artifact that powerful will affect things.
You could then have specific effects that would proc for a brief duration (maybe 1-2 balances) and you could use these triggers to augment the hunters otherwise lack-luster mid-game. Just spitballing here but
Give this a cd, tone down the effects, file a few classleads to bring some other skills to the forefront, could be interesting. I'm tired, don't judge me too harshly.
-Slow purge
It's not the fact that they suck that's going to kill them. You balance for trans survival, guild skills, purge and maybe evasion.