Hebruixe Posted May 21, 2018 Share Posted May 21, 2018 (edited) Let's talk about some of these bizarre tradeoffs that are offered by the various subclasses. To start out, let's examine some GOOD subclass, ones with tradeoffs that are balanced and desirable. First the Assassin (Rogue). The Assassin gets bonuses to penetration, accuracy, and critical damage when attacking from stealth. The tradeoff is a +15% penalty to all damage sustained. This is a classic "glass cannon" design, which gains DPS at the cost of survivability. It's fair and balanced and desirable. Another example of a good subclass is Fury (Druid). They sacrifice their healing spells for bonus penetration, range, and a superior shapeshift form. You can debate whether or not this sacrifice is worth it, but that's up to you. The fundamental design is good. Trading healing/survivability for DPS is conceptually fair and balanced. Now to examine a BAD subclass. First off, the Lifegiver (Druid). Normally a well-designed healer specialization is the inverse of a glass cannon. They sacrifice DPS for an increase to healing/survivability. The Lifegiver has 2 penalties, one of which satisfies this criteria: (1) Lifegivers can't summon minions. That's fine. If this was the only penalty, then Lifegiver would be an excellent subclass. (2) After shapeshift ends, Lifegivers suffer a -5 penalty to the power level of all healing spells (permanently, until the end of combat). This is insane. What kind of healing specialization is this, that's able to cripple its own healing abilities? A terrible one. Another example of a badly designed subclass is the Unbroken (Fighter). This is supposed to be a "tank" specialization, meaning they sacrifice DPS for defense/survivability. Unbroken gets some modest tanking bonuses: +1 engagement and Shield Mastery (+1 armor). But they also get a mediocre DPS ability, increasing penetration on disengagement attacks. This is fairly pointless, as most tanks deal very little damage. And the tradeoffs for these mediocre bonuses? Unbroken take penalties not to DPS but to defense (!) and mobility, which are two essential tanking traits. What the hell. Who came up with this terrible decision? The -15 penalty to Reflex seriously outweighs +1 engagement and Shield mastery combined. Thus choosing Unbroken for your subclass essentially makes you a inferior tank. What terrible class design. Sharpshooter (Ranger) is another subclass that is supposed to be a glass cannon, but suffers a needless penalty to its DPS: slowed recovery time. It may not be a huge, game-breaking problem, but it is another symptom of the fundamentally flawed reasoning behind Pillars 2's subclass design. These are just a few examples, to illustrate my grievances. But it doesn't end there. To me it seems that virtually all subclasses have serious design problems. Sometimes the bonuses are too weak and the penalties are too severe (e.g., Black Jacket Fighter). Sometimes the tradeoff exists only to support a single multiclass combination (Beguiler Cipher), instead of being an independently viable subclass. Sometimes they take away half your spells just for sh!ts and giggles (see all Wizard subclasses). The list goes on. The bottom line is that it's usually a bad idea to choose a subclass. Not always, but often. Because instead of offering intelligent tradeoffs that allow you to specialize effectively in a given role, the subclasses tend to punish and handicap you for no good reason. I hope class design will be reevaluated in the coming months. Thanks for reading. Despite my complaints, I am a big fan of Pillars 2. I care about the game because I love it and I want it to be the best. -A fan Edited May 21, 2018 by Hebruixe 1 Link to comment Share on other sites More sharing options...
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