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Wanderer class feedback

Posted: Wed Jul 07, 2021 10:34 pm
by Effigy
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.

Re: Wanderer class feedback

Posted: Thu Jul 08, 2021 6:11 am
by Effigy
Regarding #3 above, one possibility would be to unlock the 4th class category at level 2, like when you get another generic category, then offset all the subsequent class unlocks by 1 level. So you'd still end up with the same number of categories that you currently do, but you'd get 1 earlier.

Re: Wanderer class feedback

Posted: Thu Jul 08, 2021 4:26 pm
by Slough
Yeah, lack of coherrence for categories is a downside. I really like randomness, and TOME has a good randomoness-within-ranges quality. But the initial categories for Wanderer rarely fit together well. I think a simpler improvement could be a reroller at least on the initial levelup screen so you wouldn't need to start over from the main menu.

Re: Wanderer class feedback

Posted: Thu Jul 08, 2021 5:08 pm
by overgoat
I've noticed if you select an undead you don't get any equilibrium/anti-magic based categories which is nice, but the same is not true if you select a Krog. They can still get spell based categories which they can't use.