Bulwarks have problems. Let's fix them!
Posted: Mon Feb 16, 2015 7:58 pm
EDIT: First rework test is a-go. Make sure you have autoassign at birth disabled, 'cause I'm dumb and forgot to check for that.
http://te4.org/games/addons/tome/newshield
Shieldmen aren't in the best of states right now. I think this is a problem, moreso than Doomed and co, because Bulwarks are one of the go-to classes for new people. They have a simple concept, no really complex mechanics to worry about like Archmage's shield stacking/interactions, and don't fall over early on like say cursed, or rogue.
Then you hit the dark crypt and explode into a million pieces. And if you're warned about the crypt? Well, the master will be a rude awakening. Or the orcs. Etc, etc.
But I think they're a hell of a lot easier to fix up than most other classes that aren't doing so hot right now - Archers shoot stuff, but don't do much else. Rogues do lots of things, but nothing someone else doesn't do better. Bulwarks already have their main thing - they do shields better than anyone (Demonologist possibly excepted, but they do it different, and that's fine!). They already have options for mobility, defence, and offence. All of these options are mostly quite good, even!
A bunch of people have already come up with a whole bunch of ideas for reworks. I honestly don't know that they need a complete rewrite like that, but there's a ton of good ideas there.
So y'know, might as well start off basic. What should Bulwarks *be*? What, when recommending the class, do you give people? Pick this class if you want X. Berserkers get stronger and stronger as they get close to dying, then refuse to actually die. In my opinion, bulwarks should be the guys who don't let it get to that point. Defensive powerhouses. Archmages have thousands upon thousands of hp with their shields. Berserkers just keep going when anyone else would keel over. Bulwarks would block your damage from getting through in the first place.
So, problems with this, as they are now? As soon as you run into stuff that does more than hit you with a sword or shoot you with a bow, Bulwarks are pretty damn squishy. Casters just blow them right up. Conversely, Bulwarks are effectively immortal against anything that DOES rely on hitting you physically. This comprises the majority of the first half of the game, and can get tedious. So I think the first place to look for changes is shield defence - their unique tree. The thing that most defines them compared to similar classes.
- Shield wall
It's what makes Bulwarks able to bump mindlessly through most of the early game. It's the single most defining talent they have.
Stun and knockback resistance is fantastic! The rest...Not so much. I mean, the armour is great. The defence is great! But it completely undercuts what is otherwise the core mechanic of the class - blocking. Anything you can block is probably already doing next to no damage to you by virtue of either missing outright or hitting your massive armour and bouncing off. The -20% damage penalty is completely unnecessary and causes a lot of problems down the line by way of how their mobility works. But, I think it should stay! Bulwarks are the shield guys in the massive armour, shrugging off damage like it was nothing. The damage penalty is thematic - They shouldn't ALSO be dishing out damage like a rogue.
Not sure what exactly, but I think the defence and armour bonuses should change, to make the early game more interesting and make the shield useful beyond getting counterstrike damage early on. Possibly roll a mini eternal/spectral guard in here?
- Repulsion
Just...why? You're a melee class. You don't WANT to knock people away from you! AoE daze is fantastic, but it still doesn't help in the slightest against actual threats. And on top of that, it takes a turn and doesn't do damage. It's just not very good. Good concept, though!
- Shield Expertise
I mean, it's okay? Weird that this is the best way to increase your shield offence skill damage, even over leveling the skills themselves. This is the defensive tree, after all. It's not BAD, I just think it could be better. Another good candidate for shifting some of that eternal/spectral guard goodness in.
- Last Stand
Yeesh. Pin yourself, to get better at dodging! Wait, what? Gives a ton of hp, but kills your mobility. For what should really be the defining bulwark talent - like shadowstep, or arcane destruction, or unstoppable, etc, it's a big letdown. A quick glance at the vault shows a lot of winning bulwarks don't even bother to take it. I quite like the version up in that google doc I linked. It really emphasizes the whole BIG GODDAMN TANK idea - You can't just blow this guy up, you gotta wear him down. Also good in that it provides solid defence on all difficulties without being absurdly strong on normal.
So, from THE bulwark tree, we have one really good skill...That makes their shield pointless for the times where it should be shining. They have a lot of other problems - Huge stamina issues due to fatigue, offensive-only mobility, requirement for said mobility that you're constantly killing dudes, and most importantly that they are one of the LEAST tanky classes when put up against anything that goes around their shield/armour, which is a large portion of the second half of the game. But I think a lot of problems could be solved just by changing up this one tree.
...That's just my take on it, anyway. But as it is they're a very newbie friendly class that just falls apart right about when the game starts getting more difficult. Edge suggested getting an ideas thread going as the best way to actually get them changed, like the TW/PM revamp. I'm more than willing to put in the work to actually do the changes, insofar as I'm capable, but I ain't an ideas guy and I'm not good enough at the game to do numbers and all without making something abusable.
http://te4.org/games/addons/tome/newshield
Shieldmen aren't in the best of states right now. I think this is a problem, moreso than Doomed and co, because Bulwarks are one of the go-to classes for new people. They have a simple concept, no really complex mechanics to worry about like Archmage's shield stacking/interactions, and don't fall over early on like say cursed, or rogue.
Then you hit the dark crypt and explode into a million pieces. And if you're warned about the crypt? Well, the master will be a rude awakening. Or the orcs. Etc, etc.
But I think they're a hell of a lot easier to fix up than most other classes that aren't doing so hot right now - Archers shoot stuff, but don't do much else. Rogues do lots of things, but nothing someone else doesn't do better. Bulwarks already have their main thing - they do shields better than anyone (Demonologist possibly excepted, but they do it different, and that's fine!). They already have options for mobility, defence, and offence. All of these options are mostly quite good, even!
A bunch of people have already come up with a whole bunch of ideas for reworks. I honestly don't know that they need a complete rewrite like that, but there's a ton of good ideas there.
So y'know, might as well start off basic. What should Bulwarks *be*? What, when recommending the class, do you give people? Pick this class if you want X. Berserkers get stronger and stronger as they get close to dying, then refuse to actually die. In my opinion, bulwarks should be the guys who don't let it get to that point. Defensive powerhouses. Archmages have thousands upon thousands of hp with their shields. Berserkers just keep going when anyone else would keel over. Bulwarks would block your damage from getting through in the first place.
So, problems with this, as they are now? As soon as you run into stuff that does more than hit you with a sword or shoot you with a bow, Bulwarks are pretty damn squishy. Casters just blow them right up. Conversely, Bulwarks are effectively immortal against anything that DOES rely on hitting you physically. This comprises the majority of the first half of the game, and can get tedious. So I think the first place to look for changes is shield defence - their unique tree. The thing that most defines them compared to similar classes.
- Shield wall
It's what makes Bulwarks able to bump mindlessly through most of the early game. It's the single most defining talent they have.
Stun and knockback resistance is fantastic! The rest...Not so much. I mean, the armour is great. The defence is great! But it completely undercuts what is otherwise the core mechanic of the class - blocking. Anything you can block is probably already doing next to no damage to you by virtue of either missing outright or hitting your massive armour and bouncing off. The -20% damage penalty is completely unnecessary and causes a lot of problems down the line by way of how their mobility works. But, I think it should stay! Bulwarks are the shield guys in the massive armour, shrugging off damage like it was nothing. The damage penalty is thematic - They shouldn't ALSO be dishing out damage like a rogue.
Not sure what exactly, but I think the defence and armour bonuses should change, to make the early game more interesting and make the shield useful beyond getting counterstrike damage early on. Possibly roll a mini eternal/spectral guard in here?
- Repulsion
Just...why? You're a melee class. You don't WANT to knock people away from you! AoE daze is fantastic, but it still doesn't help in the slightest against actual threats. And on top of that, it takes a turn and doesn't do damage. It's just not very good. Good concept, though!
- Shield Expertise
I mean, it's okay? Weird that this is the best way to increase your shield offence skill damage, even over leveling the skills themselves. This is the defensive tree, after all. It's not BAD, I just think it could be better. Another good candidate for shifting some of that eternal/spectral guard goodness in.
- Last Stand
Yeesh. Pin yourself, to get better at dodging! Wait, what? Gives a ton of hp, but kills your mobility. For what should really be the defining bulwark talent - like shadowstep, or arcane destruction, or unstoppable, etc, it's a big letdown. A quick glance at the vault shows a lot of winning bulwarks don't even bother to take it. I quite like the version up in that google doc I linked. It really emphasizes the whole BIG GODDAMN TANK idea - You can't just blow this guy up, you gotta wear him down. Also good in that it provides solid defence on all difficulties without being absurdly strong on normal.
So, from THE bulwark tree, we have one really good skill...That makes their shield pointless for the times where it should be shining. They have a lot of other problems - Huge stamina issues due to fatigue, offensive-only mobility, requirement for said mobility that you're constantly killing dudes, and most importantly that they are one of the LEAST tanky classes when put up against anything that goes around their shield/armour, which is a large portion of the second half of the game. But I think a lot of problems could be solved just by changing up this one tree.
...That's just my take on it, anyway. But as it is they're a very newbie friendly class that just falls apart right about when the game starts getting more difficult. Edge suggested getting an ideas thread going as the best way to actually get them changed, like the TW/PM revamp. I'm more than willing to put in the work to actually do the changes, insofar as I'm capable, but I ain't an ideas guy and I'm not good enough at the game to do numbers and all without making something abusable.