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Class-Based Softcap adjustments.
#1
... so. Let's talk for a moment about how a pure mage can be every bit as tanky as a renowned Black Knight of Chaturanga, minus the now-nerfed indomitable. Except, if the caster happens to have a single class with a healing spell (Bonder, Curate/Priest/LB, etc) it's actually even tankier.

Except let's not. You know what I mean.

Right now, Softcaps are a basic 40 + Racial. And that's fine to an extent. It means a race not intended to be proficient in magic, like Lupines, will not easily surpass a mage-centered race, and so on. But... they all get pretty darn close, don't they?

My proposal: Each class gets a series of bonuses and negatives applied directly to the softcaps - totalling zero (Such as +5, +5, -10, for a simple example.) Halved for subclasses, both are applied. This means that if you use a dedicated Priest/Evoker, for example, you might be looking at a base (before racials) softcap of 25-30 defense but 47-55 will.

"But Ran, my earth attack-!"

If using your defenses as offenses is so crucial to peoples' builds, we can discuss adjustments. However, it seems this is something people would rather have adjusted, given the changes to weapon scalings so people can't just pump defensive stats and get ample attack for it. Worst case scenario, as this would impact mages/evokers the hardest (Hexers actually want to get hit, for curses and payback and such) we could see about giving evokers some passive earth attack, if needed.

"What about my existing builds? this is way too big an overhaul, and it'd render me useless!"

Simple solution: A laplace gift of one fruit of fluidity per character. It's been done before with skill points and big class reworks.


Pros to this:
- Basically shuts down omniclassing for good, except within very similar classes.
- Potentially some much needed appeal to overlooked classes and potentially gives pause to considering the popular ones.
- Encourages more diversity in builds, as this would force changes.

Cons to this:
- Could potentially ruin roleplay for characters built around being durable sustain tanks. (This is the biggest one, by far.)
- Inactive players could miss the fluidity gift - as each new gift replaces the last.
- Could potentially be overbearing, if people specialize and stack like-bonuses that they can exploit.


Anyways, just throwing this out there. Thoughts?
*loud burp*
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