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Some notes on your comments. (Preface: like most of my comments in your recent threads, these are just notes, not "me saying you're wrong")
- One of the main considerations when it comes to the unique story classes is about general balance. They should be good / powerful / worth using, but there are limits.
- Something which will help a decent number of your concerns is that on 6 Eyes' "To-Do list" includes adjusting the amount of starting AP which new story heroes join your party with. The details of how this will work have not been released as of yet, but it should hopefully make acquiring and using newly-joined story heroes feel a little better.
- As for Yates' passives, on one hand I see what you mean, but on the other hand, I don't have an issue with those passives, as they are choices. In a given encounter, if I feel that I'll need the healing, I'll take his healing passive; if I feel that I want him to focus more on damaging, then I'll take the Execute passive. The beauty of Yates (imo) is his flexibility in damaging and healing. I can have him set to Anatomist as a secondary class and have "most of what I want / need" and have him learn whatever I'm aiming for at that time. Since the only regular class which gets Execute is the Vampire, being a badge class, that means that story heroes (save for Yates and Kyrie) can't get that passive. So, I'm ok with Yates having a very powerful offensive passive like that and don't feel that it makes it feel "not as unique", because it is still a "semi-limited" passive. [Consider something like "Execute on Magical user (Yates) and Execute on Attack user Kyrie] Yes, I understand that Vampire is one of the easier classes to obtain (Crafting-wise) but part of the idea is that Yates and Kyrie can obtain Execute a bit sooner than others.
So as always, thanks for jottin' down notes for 6 Eyes' consideration.I appreciate it, but I feel like you missed the thrust of what I was getting at.
The AP issue only made me not use them initially. I'm aware 6-Eyes is going to address that because it was a conversation with me that lead to that. I'm talking about the end-result of playing with the classes after fixing it on my own end via some grinding. It's also not a matter of their performance - I did also say that they're among the stronger classes in the game. Yates and Princess are particularly so. It's all about how these classes feel, to build with and level in.
This is why I chose Katja as my example to my point - she already has the AP in Assassin, and starts with (if memory serves) both Blind Powder and Collect Bounty learned. It doesn't change the fact that having that specific overlap (on top of having arguably the strongest skill from Scoundrel) reduces the value of specific skillsets for Katja, making her less interesting to craft with if a player wants to utilize her unique Bounty Hunter skillset.
It's also not that Yates or Kyrie get Execute "early", or that Execute isn't "special enough". I praised Katja's Know Weakness II, which is from Werewolf - the most easily accessed class. Heck, I'm pretty much drowning in Lunar Crests, personally. I found it detracted from how I valued Yates as a unique character because it was shared with another unique character in Kyrie. I never said they both needed to change, nor did I say Execute, at any point, is a bad Passive. The fact that both Yates and Kyrie have it makes them feel less special because they both have it. I feel like, on some level, this is already understood, because the fact Yates recycles Execute is obfuscated by re-flavoring it as Pain Points, essentially trying to hide the fact it was re-used.
It's why I called the issue a matter of curation.
Sorry, for sake of brevity on my own part and since it's a design decision, I was choosing not to go into detail regarding the main "what to do with these classes", and saving that for 6 Eyes' contemplation. Hence why it's just notes on some aspects of your post.
Aye, I certainly didn't get the impression you were saying Execute was bad, I was just saying that I personally think its presence on those two characters is fine and doesn't detract from their uniqueness. As for [Pain Points], to be fair, it's not as much as a "trying to hide it", but moreso "This is the passive that 6 Eyes wanted for this character, and flavor-wise giving it a different name made more sense".
Ah, haha, I knew it came up somewhere recently, but couldn't recall which thread.
Fair. I suppose that's an agree-to-disagree moment. It's just something I remember making particular note of when I first recruited him, and it did end up factoring into my decision to ultimately bench him instead of biting the bullet and grinding the AP. It does certainly help offset Legendary Healer's narrowness in some ways, though, which is why I also floated the idea that perhaps Kyrie could do with a different Passive, instead. Her moves already do great damage, after all, on top of her unique Avenger Passive, which I'm sure pulls a lot of weight on non-Permadeath settings.
It turned into a long tangent in Bug Reports, so that's probably why, heh.
Hey :)
Again, an interesting read for sure!
I have a lot of notes about some class tweaks and sprucing up the story characters at the same time sounds like a fine plan.
I think I like a lot of the changes you propose are quite solid (suggestions to Katja's abilities are a good example, where I think they would be a net improvement overall).
We'll see how much of this we end up changing, as I don't fully agree with you that having a cross-over between basic classes and story classes is as dramatic as you make it sound ;)
For example, having Yates have access to Heal 1 is fine to me, even though the spell is already on the Mender, Yates' kit as a whole has a very different feel to it and it works fine imo. Could Heal 1 be replaced with a more powerful version of it? Perhaps, but I'm not sure the powercreep is necessary or good.
That being, I understand what you mean and I certainly don't disagree with the sentiment, just maybe its magnitude. :)
Thanks a bunch again, as I think these comments will help us make the game yet that much better :)
It does. I think the question that I'd say is most worth considering is "does this overlap make it feel like a waste to also equip Mender?" In the case of Yates and Princess, I'd say yes. When in this situation, I think both "Does this class feel unique?" and "Does this class still combine well with the class it borrows from?" are questions that need to be answered with "Yes", in situations where the borrow-er and borrow-ee can be combined. Although, my ultimate preference will always be that they never be so, but I suppose that may be where we differ.
I'm not saying they should be more powerful, necessarily, that was merely one example. Something else that could be done, as another example, is a re-interpretation of the Plague Doctor's Recovery Spell, except healing different status effects. This would be a simple, low-power spell that doesn't take a lot of design space but also doesn't directly hinder the value of any particular secondary skillsets on Yates and/or Princess.
Glad to hear. :)
I've read your sentiments before about re-using abilities as a whole and don't disagree with them, I just feel that the re-using should come from places where there's more value to it.
That's the goal. :)
We'll see where the next few months take us. We have a LOT of stuff we still want to add and improve, that's for sure.