06-05-2021, 07:11 AM
(This post was last modified: 06-05-2021, 07:12 AM by Shadbase.
Edit Reason: Left a sentence unfinished, whoops.
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(06-04-2021, 01:27 AM)Kiranis Wrote: I'm mentioning potential problems i see with the core the the races idea hence why i mentioned "assuming they work this way" which is a fair assumption considering all land bound keals get it.
Dullahans as the other tanky race have their own drawbacks that they have build around and Shaitans as well if the ursa race is keal it's not gonna have the drawbacks of dully or corrupted races it's just glykins without the poison immunity.
It's a Keal Race they will pump san so they have plenty of resists and yes black knights can be doom walls.
I said the proposed instinct might make it worse actually because having a tank that can TANK FOR OTHERS is a huge thing for this game since outside of protect (which is functionally usless due to how people move) is really strong.
Well, cool thanks! - I updated the notes in response to this.
I can and will repeat again: I am no maxer. I pretty much strictly do PVE unless I'm forced to or I need to test something, so any help actually being able to balance anything/suggestions on how to actually fix an idea to be more compatible with the game would be great, rather than just sort-of going off about how something is bad/doesn't work/hurts the game. My strength is writing, not balance.
In the end, everything here is a suggestion. Dev doesn't have to use any skills we think up, or even the races. If he likes the concept of something and wants to run with it in a new patch somewhere down the line in a few months or even a year, cool - my goal is complete and I'm happy.