Our Adventurer Guild

Our Adventurer Guild

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gespenst Jan 26, 2024 @ 10:20pm
Questions before purchase
I have 2 questions before I decide if I will buy this.

1) Are there any combination classes (spellblade, magic archer, sage, etc.) or are they just straight upgrades of the base classes for the higher tiers.

2) Are there any MAJOR changes from the Demo to the finished product that I should know about?
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Showing 1-4 of 4 comments
TheGreenGuy  [developer] Jan 27, 2024 @ 1:23am 
1. Besides the classes that are just straight upgrades, there are 4 more unlockable classes in the second tier that play differently. (Arcane Knight, Monk, Bard and Paladin) . In the third tier you can currently unlock 4 classes(2 more are planned in the next content update) that are upgrades but with slight variation. (Currently available: Saint, Dragon Knight, Sword Master and Witch)

2. Some QUOL-changes and some more options in the game menu. The most relevant gameplay change would be that Rogue/Assassins have sneak attack in the main game. It's a change that hasn't made it into the demo yet.
gespenst Jan 27, 2024 @ 8:06pm 
Originally posted by TheGreenGuy:
1. Besides the classes that are just straight upgrades, there are 4 more unlockable classes in the second tier that play differently. (Arcane Knight, Monk, Bard and Paladin) . In the third tier you can currently unlock 4 classes(2 more are planned in the next content update) that are upgrades but with slight variation. (Currently available: Saint, Dragon Knight, Sword Master and Witch)

2. Some QUOL-changes and some more options in the game menu. The most relevant gameplay change would be that Rogue/Assassins have sneak attack in the main game. It's a change that hasn't made it into the demo yet.

Thank you for the quick reply. Also, good call on the Rogue/Assassin. I did notice they felt a little weak in that department when trying the demo.
Zeks Jan 28, 2024 @ 12:28am 
Originally posted by gespenst:

Thank you for the quick reply. Also, good call on the Rogue/Assassin. I did notice they felt a little weak in that department when trying the demo.

Honestly, I think they are still weak, but that may just be my own "skill issue".

To me they exist in a weird state where until the very lategame they are not effective enough for the risk they put the party in by the necessity to babysit them. Fighters can take care of themselves, rangers and mages don't put themselves at risk and only rogues are both flimsy and need to be in the thick of it to actually do anything
Last edited by Zeks; Jan 28, 2024 @ 2:17am
Ignus Feb 3, 2024 @ 7:50pm 
Originally posted by Zeks:

Honestly, I think they are still weak, but that may just be my own "skill issue".

To me they exist in a weird state where until the very lategame they are not effective enough for the risk they put the party in by the necessity to babysit them. Fighters can take care of themselves, rangers and mages don't put themselves at risk and only rogues are both flimsy and need to be in the thick of it to actually do anything

I have to agree.

Maybe a passive node in the rogue skilltree with:
+30 dodge could solve this issue
or stacking bleed stacks
or resis debuff (shredding armor and debuffing healing amount)
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Date Posted: Jan 26, 2024 @ 10:20pm
Posts: 4