Cyrus_Blackfeather Posted May 29, 2018 Share Posted May 29, 2018 Let me start off by saying I'm very excited for Patch 1.1; Like many people, I've found PotD to be a challenge in the beginning, but once you get access to certain pieces of gear fairly early on in the game it gets trivial. As someone who beat Tyranny on PotD, I really want to try to give Deadfire a fair shot on the hardest difficulty. That said, with any sort of balance patch, I definitely have a few concerns - and I'd like to address them now. Please feel free to respond to them - I might just be overreacting. My biggest concern is overnerfing, honestly. While I definitely understand not wanting immortal characters that remove all sense of challenge from the game, I'd much rather see underappreciated classes/multiclasses get some love than seeing things that are overpowered if used in a certain way get nerfed for everyone else. For example, I want to run a Fighter/Monk for my next playthrough because I think it could be a lot of fun - Monk gives Fighter some nice augments to damage, and Fighter has solid defenses. Plus, playing a drug Monk would provide a lot of really neat roleplay opportunities. But I've talked about all of that before. Fighter and Monk are, unfortunately, two of the classes that are used in a lot of the "Become a functionally immortal god" builds. And while I agree that some skills need tuning (Changing a lot of Full Attacks to Primary Attacks to encourage Dual Wielding, for instance) I hope they don't put too many desirable abilities behind PL8 and 9 (I'd be okay having Unbending go down to, say PL7 and then the enhancements go down to 8 or 9, for example - but I'd hate to lose it altogether. Similarly, while I think that the 25% chance on Crit to trigger an extra attack hardly qualifies as "small", I'd rather that be reduced to 10% or even 5% (So it's more of a reward) than have it go up to 8 or 9. Same thing with Turning Wheel - for a multiclass, that comes at level 16. The Chanter Invocation that renews class resources could be moved to 8 or 9, because that seems like sort of a capstone Chanter ability. By the same token, some skills at higher levels really don't make sense at those levels, and could stand to be made a little bit stronger. I know a lot of people have complained about Cipher and Priest, for instance. Cipher has some super powerful skills like Time Parasite or Defensive Mindweb, but then there are spells like Haunting Chains. Oooh, Terrified AND Hobbled. It's not like there's a lower level Cipher spell that causes Paral- Oh, wait. Basically what I'm trying to say is, there has to be a way to pick apart the builds that allow people to be completely invulnerable, while still keeping character creation robust and enjoyable. At the same time, I hope the balance changes and tweaks focus just as much on uplifting certain classes as on adjusting nigh immortal builds. TL;DR: What are your thoughts on the changes coming in 1.1 from a class balance perspective? What changes can you see coming to each class (Be as specific as you like). 1 Link to comment Share on other sites More sharing options...
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