01-21-2019, 03:51 PM
While I agree it's a bit over the top, I don't think making dark eyes lower your tactics rank makes any sense. That goes entirely against the point of the class. You have to main tactican for good analyzes, so they can also be considered main class only. The eyes are slow and can't act the turn they're summoned so I personally don't think the guard order thing is that huge a deal. But dark eyes shouldn't magnify the level of analyze. But analyze should also be usable when no enemies are in range. This would make the move tactical again. A way to extend the range and effect of your analysis skills.
That being said, I'd also lower it to two summons, as three for 3m is extremely powerful. Both for certain enchantments, blocking attacks, and stacking tactics ranks. While we're at it I think field medic could also be buffed a little, as could a few of the never use formations like casting formation.
As for splash!
My thoughts are, it's really strong. But that's okay since spelltheives have a 3 turn CD on it. It's basically a grenade launch for tactician. However what's not okay, is splash easily immobilizing with any ice damage inflicted. That's too strong for a 1m move. Pretty sure it even ignores status resist, not that it matters. Make it frostbite. And make the tactician ice move make ice tiles on and around formations. The current one is pretty fucking useless. Looks amazing on paper but it can never hit anything.
Just my two cents though. On phone so sorry for poor formatting.
As a final note: I believe, though I could be wrong, Dev intends to make all the classes even stronger. Balance by buffs, rather than nerfs. Looking to the new stuff Duelist, already one of the best base classes received. (That's my basis for this logic, anyway.)
So I believe that although what I listed is good balance, without neutering the class completely. Perhaps they should be left as is, for a benchmark to how far classes can be pushed.
That being said, I'd also lower it to two summons, as three for 3m is extremely powerful. Both for certain enchantments, blocking attacks, and stacking tactics ranks. While we're at it I think field medic could also be buffed a little, as could a few of the never use formations like casting formation.
As for splash!
My thoughts are, it's really strong. But that's okay since spelltheives have a 3 turn CD on it. It's basically a grenade launch for tactician. However what's not okay, is splash easily immobilizing with any ice damage inflicted. That's too strong for a 1m move. Pretty sure it even ignores status resist, not that it matters. Make it frostbite. And make the tactician ice move make ice tiles on and around formations. The current one is pretty fucking useless. Looks amazing on paper but it can never hit anything.
Just my two cents though. On phone so sorry for poor formatting.
As a final note: I believe, though I could be wrong, Dev intends to make all the classes even stronger. Balance by buffs, rather than nerfs. Looking to the new stuff Duelist, already one of the best base classes received. (That's my basis for this logic, anyway.)
So I believe that although what I listed is good balance, without neutering the class completely. Perhaps they should be left as is, for a benchmark to how far classes can be pushed.