Wanderer class feedback
Posted: Wed Jul 07, 2021 10:34 pm
Overall, I think this is a really cool class and a welcome addition to the game. After playing around with it a bit, I have a few thoughts:
1. Right now, it's common to start with categories that require level 10. I assume this is an oversight and will be changed.
2. With Embers of Rage enabled, you don't start with APE, steamsaws, or steam generator, making some of the categories unusable. I assume this is another oversight, since the Adventurer class already gets this stuff.
3. I think it should start with a 4th class category and 1 less category point. It's common to have only 1 or 2 usable class categories in the early game right now due to compatibility and/or stat requirements, so you end up with class points sitting around waiting to be used. Having such limited options really limits your potential for success unless you get a lucky seed.
4. It might be a good idea to filter the starting categories so they only require 2 different stats. The later categories wouldn't need to be restricted like this, but a low-level player can't raise 4 different stats, nor find enough +stat gear to satisfy those requirements. It's a nice-to-have, but not strictly necessary.
5. Some things are useless without synergistic categories. For example, talents that cost souls are basically deadweight unless you have Soul Leech or Raze because you can't regain souls except on level-up. Maybe this could be handled with some kind of tagging and filtering behind the scenes. I think this would require significantly more effort to implement than the other suggestions, but would be nice in the long-term. A category tagging system could potentially be useful for other things anyway.
I anticipate some people objecting that the latter suggestions would make the class too powerful, but really all it would do is give more consistently-workable combinations. The current system can already generate powerful combos, but it incentivizes extensive startscumming and/or using a known seed because the randomness is very high. It would be nice if you could just roll a random seed and have a decent chance of it being playable.
1. Right now, it's common to start with categories that require level 10. I assume this is an oversight and will be changed.
2. With Embers of Rage enabled, you don't start with APE, steamsaws, or steam generator, making some of the categories unusable. I assume this is another oversight, since the Adventurer class already gets this stuff.
3. I think it should start with a 4th class category and 1 less category point. It's common to have only 1 or 2 usable class categories in the early game right now due to compatibility and/or stat requirements, so you end up with class points sitting around waiting to be used. Having such limited options really limits your potential for success unless you get a lucky seed.
4. It might be a good idea to filter the starting categories so they only require 2 different stats. The later categories wouldn't need to be restricted like this, but a low-level player can't raise 4 different stats, nor find enough +stat gear to satisfy those requirements. It's a nice-to-have, but not strictly necessary.
5. Some things are useless without synergistic categories. For example, talents that cost souls are basically deadweight unless you have Soul Leech or Raze because you can't regain souls except on level-up. Maybe this could be handled with some kind of tagging and filtering behind the scenes. I think this would require significantly more effort to implement than the other suggestions, but would be nice in the long-term. A category tagging system could potentially be useful for other things anyway.
I anticipate some people objecting that the latter suggestions would make the class too powerful, but really all it would do is give more consistently-workable combinations. The current system can already generate powerful combos, but it incentivizes extensive startscumming and/or using a known seed because the randomness is very high. It would be nice if you could just roll a random seed and have a decent chance of it being playable.