Opinionated 1.7 Feedback and hopes for the future
Posted: Sun Nov 15, 2020 4:27 pm
Only my opinion, so make of it what you will. I play on insane rl
unless I launch a desperate attempt to finally unlock doomed elf.
Class balance: Going into every class would be an exercice in lunacy but I feel that currently melee classes are genreally pretty weak
because the price you pay for (possibly) extra damage is way too high - general best strategy atm seems to be killing things without touching
them as best as you can because if you touch them you might get hit by a massive melee burst and you are bathing in status effects so why risk it.
Necro: Nice, feels much more like a necromancer now. So many choices. Minions are actually good. Eat your heart out, summoner.
Lich: Cool and worth a prod point.
Blood of Unlife/improved Rak'Shor's Cunning: Nice, it's much better now,
might be worth using.
W I D E mage: I only dabbled a little bit with it but it seems fun. Prooobably worth the prod point but not sure on that one.
Master of Disaster: I wish this was named Endless Calamity but otherwise I think this might be viable as well. Nice.
Improved Aether Permeation: Nice, I always like to see UP prods getting the love they need
Fallen: I love the concept but this one needs some love imho. I actually felt weaker after taking this. It also tries to do a lot of things at once.
The requirements are too steep and it doesn't give any immediate extra oomph like the other class/races evos do.
Annihilator: Feels less clunky thanks to a lot of bug fixes, I like the new visual for electric web, sadly some new bugs were introduced but
I have faith in the great dg.
Talents Trees on enemies: This is a bit of a mixed bag. It was already toned down a bit so not everyone and their dead dog has very high accuracy.
I thought this is nice because it means that defense is still viable without making ethereal form as overbearing as it was in 1.6.
I like it in general because it means a wider variety of enemy skills. However I think 2 skills right now are just a bit overtuned and you can run into
those "4th" row skills very early to boot. The outliers for me are:
Mirror Image: Everything with this becomes quite literally 2-4 times as deadly. I think the only way to tell you are hitting a copy is that it takes 1 damage.
they are super tank, seemingly don't expire (bug?) and believe it or not it can actually be very very hard to tell what the hell is happening in the fight.
A very good reason to pack some form of silence, if you can...
Fearscape: If you get hit by this and don't happen to have the exact right tools on hand (which are not easy to come by, especially not early) or you are lucky and the caster is super weak, you simply die. period.
There is no real counter play unless you are one of the few blessed classes that can break sustains naturally (or have ur'hok) or you have already evaded the inscription tax bureau with dissipation
and even then you're not guaranteed to get out. This isn't the good kind of difficulty if you ask me.
Those 2 are the only real problems I have with this patch.
Hopes for the future: Always love to see more prods becoming viable (Roll with it... SOMEDAY, SOMEHOW). I like the class and race evos put if the prod price tag stays, it also needs to be on the power level of a prod.
This is mostly true right now I feel but not for Fallen. One possible danger I see with this system however is that if you burn out all your creative juice on evos there might not be enough left for whole new classes/races.
I hope alch gets reworked. I hope weapon classes get re-evaluated a bit or combat/monsters change in some way to make them struggle a bit less.
I also wanted to take this opportunity to thank dg and crew for the work they put into this. I have so many hours in this game that I needed to put opaque duct tape on the hour count on stream out of shame, but that's a good thing really
unless I launch a desperate attempt to finally unlock doomed elf.
Class balance: Going into every class would be an exercice in lunacy but I feel that currently melee classes are genreally pretty weak
because the price you pay for (possibly) extra damage is way too high - general best strategy atm seems to be killing things without touching
them as best as you can because if you touch them you might get hit by a massive melee burst and you are bathing in status effects so why risk it.
Necro: Nice, feels much more like a necromancer now. So many choices. Minions are actually good. Eat your heart out, summoner.
Lich: Cool and worth a prod point.
Blood of Unlife/improved Rak'Shor's Cunning: Nice, it's much better now,
might be worth using.
W I D E mage: I only dabbled a little bit with it but it seems fun. Prooobably worth the prod point but not sure on that one.
Master of Disaster: I wish this was named Endless Calamity but otherwise I think this might be viable as well. Nice.
Improved Aether Permeation: Nice, I always like to see UP prods getting the love they need
Fallen: I love the concept but this one needs some love imho. I actually felt weaker after taking this. It also tries to do a lot of things at once.
The requirements are too steep and it doesn't give any immediate extra oomph like the other class/races evos do.
Annihilator: Feels less clunky thanks to a lot of bug fixes, I like the new visual for electric web, sadly some new bugs were introduced but
I have faith in the great dg.
Talents Trees on enemies: This is a bit of a mixed bag. It was already toned down a bit so not everyone and their dead dog has very high accuracy.
I thought this is nice because it means that defense is still viable without making ethereal form as overbearing as it was in 1.6.
I like it in general because it means a wider variety of enemy skills. However I think 2 skills right now are just a bit overtuned and you can run into
those "4th" row skills very early to boot. The outliers for me are:
Mirror Image: Everything with this becomes quite literally 2-4 times as deadly. I think the only way to tell you are hitting a copy is that it takes 1 damage.
they are super tank, seemingly don't expire (bug?) and believe it or not it can actually be very very hard to tell what the hell is happening in the fight.
A very good reason to pack some form of silence, if you can...
Fearscape: If you get hit by this and don't happen to have the exact right tools on hand (which are not easy to come by, especially not early) or you are lucky and the caster is super weak, you simply die. period.
There is no real counter play unless you are one of the few blessed classes that can break sustains naturally (or have ur'hok) or you have already evaded the inscription tax bureau with dissipation
and even then you're not guaranteed to get out. This isn't the good kind of difficulty if you ask me.
Those 2 are the only real problems I have with this patch.
Hopes for the future: Always love to see more prods becoming viable (Roll with it... SOMEDAY, SOMEHOW). I like the class and race evos put if the prod price tag stays, it also needs to be on the power level of a prod.
This is mostly true right now I feel but not for Fallen. One possible danger I see with this system however is that if you burn out all your creative juice on evos there might not be enough left for whole new classes/races.
I hope alch gets reworked. I hope weapon classes get re-evaluated a bit or combat/monsters change in some way to make them struggle a bit less.
I also wanted to take this opportunity to thank dg and crew for the work they put into this. I have so many hours in this game that I needed to put opaque duct tape on the hour count on stream out of shame, but that's a good thing really