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View Full Version : Class Balance for New Character Creation System


Heattanu
01-23-2006, 11:49 PM
<div></div><div>I have made four new characters using the new character creation - wizard, bruiser, troubador and priest</div><div> </div><div>I find the difficulty of playing these different classes varies more than I would expect. The wizard and priest were pretty easy to play. They have effective nukes for damage and other useful spells to minimize or offset damage such as roots, stuns, heals and damage shields. These classes make play on the island what I would expect. You can kill whites and blues easily, yellows with difficulty. You can accomplish the quests at the level they were intended.</div><div> </div><div>The bruiser was a little more difficult. The combat arts you get at first have longer recast times that both slow down the action and make the fights more uncertain and frustrating. Challenging but still doable. Quests can be done at the level intended, but deaths are likely. I think the kick CA should be given earlier (level 2 maybe) and the heal definitly needs a boost. 5% heal is worthless and makes no appreciable difference to the fight. Also the level 4 through 7 combat arts seemed pretty useless for a new character that spend most of the time soloing. The only group I formed was for the treehouse encounter and cave. A feign death spell would have been very useful and given a good feel for a defining class characteristic. After all, you give scouts sneak right off the bat.</div><div> </div><div>The troubadour was a disaster. I kept dying over and over, even on things that were blue to me. I couldn't do quests until they were green to me. The CA's are underpowered and have too many restrictions. The timer on evade is long enough that you can't pull off a HO often enough to add much damage. Even with the buff spells I was getting, it felt like I was very fragile and easy to kill. I was so frustrated with this character that I finally deleted it, even though it looked very cool and I really like the idea of a troubadour character. Please look at this class. As it stands now, very few new people will choose to continue with a troubadour once they try them on the isle. If this is truely how hard it is to play troubs, I can understand why they are so rare.</div><div> </div><div>Overall, the new characters seem a huge sucess. I have not seen so many new characters running around the Isle (and there were usually 2 instances on both QC and OotO) since launch. Monks and conjurers in particular seem wildly popular.</div><div> </div><div> </div><p>Message Edited by Heattanu on <span class="date_text">01-23-2006</span><span class="time_text">10:52 AM</span></p>

EtoilePirate
01-24-2006, 12:06 AM
Heh heh heh... welcome to the world of scouts.But no, in all seriousness -- every kind of scout has always been much harder to play to 10 than the other kinds of classes, and I think the new class system doesn't change that at all.  After rolling an assassin (who stayed as a main) and a brigand and a swashie  -- both rogues, back then, and both deleted at 11 -- I was <i>shocked</i> how much easier it was to roll a priest and level a Fury.I never understood why Evade was a skill that scouts got so early.  Cheap Shot is, obviously, The One Necessity that makes soloing at any level over 2 possible, but every scout class has other lines of debuffs with the green coin icon that are much, much more useful in trying to level or solo a character than Evade.  Evade is really only useful when you're grouped, and how many people are really doing dungeon crawls before level 15?  Swapping it out for another early-game debuff would seem to be a necessity, particularly for the bard-type scouts. <div></div>