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As for Scholar I see the appeal in it I would really like to try to include him in a party, but I only have room for one Int focused character. That spot currently is for Ministrel Their ability top give others a extra success is great early game and they start with the most gold yet. I have gotten to the end area twice thanks to a good start with the Ministrel. Scholars would greatly improve if they get some kind of basic magic pierce I wouldn't want it to be the same skill style as the hunter though. I would like to see the Ministrel get a 72 or 74 for Int though.
Blacksmiths aren't all that good late game. You really want to go with Heavy hitting weapons and Two-handers far surpass the supply for good weapons over Sword and board. I would deffinetly add another skill to him like Expert Taunt and have him start with a Silver Skull. I think it's a good idea to have him be Str only character. There needs to be something to make him more usefull late game though.
Woodcutter can be pretty nasty paired with a ministrel, a good choice for making him Str and Aware. I would like to see some stronger Aware weapons though I found myself leaning Str for him even though I wanted to make build him up Aware.
Buskers are no dought my favorite class though. The only thing I have to say is that I feel like the Talent weapons are lacking in power. Int is the go to for magic damage, so it's much more usefull to build him Str. I would like to see the Busker start with a bit (not that much) gold and get some better late game Talent weapons.
Hunters are lacking to me because I don't like the appeal of evasion being the go to stat to win the game I feel that this fact needs to be reworked. It makes absolutly no since that peasants magicly become dodgy kings and the old heroes weren't. I see the apeal for hunters, but I just don't like them. I would probably improve their fortitude and introduce more rogue style blades that rely one fortitude. You have some early game I haven't seen any late game though. Their damage comparison would probably be equivelant to the Talent weapons. These weapons also could be the only ones you can dual wield with and make their damage significantly lower. I would have these weapons do debuff damage like lower def,speed,acc of enemies some causing bleed and poison and others improving your evasion rating. This would give a lot more appeal to Hunters for me.
As for Int builds way too squishy in my opinion. I ended up just putting a basic chest piece on them and having the rest be +Int gear. Int builds are some heavy hitters though. Utilize the weapons that have the alternative attacks that deal significantly more damage in exchange for lower accuracy.
More and more I think about it the more usefull the Ministrel is. I don't think their ability applies to them though sadly. Ministrel and Busker will always be in my party. I'm just on the fence on who I want to build as Aware, Talent isn't really on option for me because I find that they lack in the damage late game.
Oh and I forgot about Trappers. I really wanted to like Trappers over Hunters, but I can't they just aren't usefull, period. They could definetly use some better stats and skills. They don't have any use late game and there is only the mines that you need to worry about Traps. I have never seen traps outside of the starting mines and the last OPTIONAL dungeon before the tower and that one is a Int trap. Show the Trapper some love and improve his Awareness and give him a Skill like chance for him to go first in fights. I would also improve his Fortitude solely for my suggestion for more rogue style weapons that use Fortitude. Or even make these weapons require Speed checks instead that's actually even better.
Party Heal would be much better if it could be used in dungeons outside of combat. I would reduce the Int to 74 though and reduce starting gold by 2 or even 4.
Before going adding on to your critic, even though I already did, I will point out that there is more to balancing the charcters than tweaking the stats and skills. Things like starting gear and wealth have to be accounted for because you have to keep in mind how difficult will this be early game for the character. I would say the starting gear should reflect the starting wealth primarly and skills and stats should focus on late game balancing.
I'm going to now go into criticing the current stats. Not saying they aren't balanced on the contrary I find them quite apropriate, just have some minor problems.
First of all I would like to point out the sums of the stats just in a random order and not even going to point fingers at who they belong to.
384, 380, two 378s, and four 372s
I think it should be easy to point out the problem here. Sure some stats it wont even matter because you wont be using them, but there is a bit too much consistancy and inconsistancy. I don't mind innconsistancy due to well dump stats, but keep it consistant either all different numbers relatively close to each or just all the same sum.
Now to call out names and suprisingly the number one with 384 is the Hunter which only utilizes 2, well 3 if you count fortitude, stats. This is fine for inconsistancy differences. Looking from how would a Hunters stats look like I would say it's a bit odd though. Hunters have quite a bit of Intelligence in my opinion and dexterist doesn't really count to strength. Swap Int and Str and things would be how I imagine for a hunter, maybe lower the difference from Talent and Intelligence some more though.
Scholar is the one with 380, and this one you would imagine would be primarily Intelligence. The Scholar also has usable Talent as well ( I would bump talent to 72 though). It actually seems that Scholar is attempted all arounder in some way with 66 Awareness. Why? I would just lower that and things would look a proper scholar to me. I say this because Awareness could have more to do with Dexterity than being alert.
I'll start with Minstrel for 378 This would have better place being a all arounder in my opinion. Lower 72 Awareness and decent 74 Intelligence. Other than that seems pretty good spread Talent could be put to 76 to balance the bumps in other stats
Busker is the other 378. I actually like the spread of the Busker no real complants, maybe increase the speed to 62.
Now the first 372, the one I'm most confused about the Blacksmith. I mean what is Fortitude really used for other than some random events? If it doesn't have an influence on the characters health and HP increase every level then why? I would even go as far as it should influence how much health you gain from a camp. Fortitude is this guys primary stat and there is no gear other than real early game weapons that reflect this stat. Talk about a real dump stat. I would defintly increase this guys Awareness to a decent amount maybe just 68... unless Awareness reflects the characters evasion and then your in a cunundrum. I don't want his evasion to go up just his versatility. Probably just flip Strength and Fortitude and buff his speed a tiny smidge.
The Woodcutter is an good example a nice spread of stats. He has versatility to go Strength or Awareness. I had this problem with how important I think speed is I honestly don't think there should be such a large spread for Speed highest speed should actually be 80 and lowest like 66 or 64. These speeds in the 50s make me cry on the inside.
The Herbalist I actually would say could get their stats reduced even more imo. I mean all they do is pick herbs in the field and treat people right? Their intelligence could do with being 74, their Awareness could be put at 72. Everything else makes sense.
Finally the one I want to love more the Trapper. This guy needs some love. His stats actually make sense if you ask me. He is low because of his dump stats Strength and Intelligence. Honestly all I can say is if you add rogue style weapons this is your guy. If they are going to be speed buff this guys speed.
I can add more about the frequency of how the numbers show up as well there needs to be more varience in the numbers being used in my opinion. This kind of stuff doesn't affect gameplay all too much I feel, but it just looks better on paper. Numbers can be reused here and there, but if you can see a patern even looking at just one characters stats it needs to be tweeked.
Taunt uses that stat. Combined with the Steadfast ability, the Blacksmith is all about tanking for your party.
However, I wouldn't be against their being more Shield type abilities to make use of. Maybe we could have a Shield Bash option where the Blacksmith checks that vitality of his to damage the enemy with his shield and perhaps interrupt or stun an enemy. Perhaps he could also do a sort of 'Final Fantasy' Paladin type of guard, where he will step in to defend his party mates?
Even if they got some rogue style weapons to use, they certainly still need to have a new skill or two I think.
forgot xD
I think they can get away with using speed, but would probably need to rework some classes later.
Running an herbalist means that you will be rushing the Herbalist's Pipe to level 2 (approx 100g investment) literally ASAP and doing early quests to give you gold so that you can afford to purchase all of the Godsbeard at each town early as the price increases substantially over the course of the game. Sometime within getting your first 1000g of the game your Herbalist's pipe should be fully upgraded.
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IMPORTANT: Using Party Heal to heal your party heals the party for the amount of your Herbalist's Pipe only. This means that you DO NOT have to upgrade the pipes of your other party members for them to receive the increased healing of the Godsbeard used via Party Heal.
This means that you effectively get full party heals (+47 HP) for 100g investment very early on into the game. I cannot stress how useful this is.
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Late in the game you should get your other pipes to level 2/3 so that they can heal themselves of triple poison using only one Panax.