03-20-2015, 05:46 PM
Funny you mention Evoker/Monk. Remember my level 28 Evoker with 12 will I never shut up about (according to someone else; I haven't mentioned her in quite some time?) Yeah. That was an Evoker/Monk.
I am well aware of what some like to call "the bybrid tax" and I am not asking for much. The simple issue is how the growth system works. If a min/maxed character can get 60-80 in a stat, is it so wrong to want a non min-maxed one to have a GOOD chance of getting 45? Especially when you consider all the potential for class synergy I haven't even listed yet, and classes that are thwarted by their own bad growths.
For another example, Bonders' Youkai don't regen every turn when not summoned (Unlike GS), so they need to actively heal them while summoned. This skill scales with FAITH, for some obscene reason. Unless they're using priest, they're sitting at maybe 45-55% faith depending on race and trait. For comparison, I made a new bonder and maxed out Devotion by level 5. At level 37, he has 15 Faith. At Rank 5 Healing Discharge, that's 30 HP (15+15) for 17 FP. In addition to the FP cost of simply keeping the Youkai summoned in order to heal it in the first place. You may be wondering, "Well what WOULD you find acceptable!?" To which I answer, "How about closer to 60% for such a critical skill, rather than 45%?"
I quote myself when I say,
I'm not asking for a Shaitan LB/Bonder to be as powerful a mage as a Lich Evoker/GS. Not even close. I'm just suggesting a few functional options if our class combos give us utter crap for growths. Maybe 75% in primary offensive stats dependant on build (Light Warrior, Heavy Warrior, Light Mage, Heavy Mage, etc) as opposed to the 60s it's possible to get stuck with.
Every class should be viable for PVE on it's own merits, without relying on other classes for growths or skills. If a class is not, then something is wrong with that class. And, of course, many classes with lower growths have wonderful tools to help compensate for the lower stats. Unfortunately, due to the randomness of the growth system, the simple fact of the matter is that it's only too easy for a class with more well-rounded growths, such as Verglas, to fall painfully short unless paired with something to boost those growths further. And I'm talking "Inability to win a PVE battle 10 levels below them" kind of falling painfully short. Unable to hit, doing 0 damage, etc.
I understand why some support the current growth system as a way of not making everyone clones with the same stat. But all that does is overcentralize the class selection towards the min/maxed growths so everyone uses the same thing. But the simple fact of the matter is that the system is fundamentally flawed if many classes are simply not viable from a growth perspective. All I am trying to do is give an alternative, a way to make those classes PVE viable, growth-wise.
Furthermore, it can work from an RP standpoint, as well. For example, I have an Engi/Kensei (Downright RNG blessed, by my standards, with well rounded stats that aren't utter garbage) who RPs the Duelist/ Kensei skills as mechanical things. The sword is a retractable blade in the arm, Absolute Death is actually sort of like a beacon attached to the target to highlight critical points (think a Delver's "Glowing" effect) Sharpen is simply taking more careful aim, etc. Even Tekagen is just standing by to absorb focus. What I'm getting at is, Mechanics and RP are not directly linked. While I do like to have a REASONABLE link (Example: A character who hurt their leg as a child and has difficulties running due to pain? They should not have high cel.) between Mechanics and RP, I think the meshing of stat and skillset is more important than the class itself.
I am well aware of what some like to call "the bybrid tax" and I am not asking for much. The simple issue is how the growth system works. If a min/maxed character can get 60-80 in a stat, is it so wrong to want a non min-maxed one to have a GOOD chance of getting 45? Especially when you consider all the potential for class synergy I haven't even listed yet, and classes that are thwarted by their own bad growths.
For another example, Bonders' Youkai don't regen every turn when not summoned (Unlike GS), so they need to actively heal them while summoned. This skill scales with FAITH, for some obscene reason. Unless they're using priest, they're sitting at maybe 45-55% faith depending on race and trait. For comparison, I made a new bonder and maxed out Devotion by level 5. At level 37, he has 15 Faith. At Rank 5 Healing Discharge, that's 30 HP (15+15) for 17 FP. In addition to the FP cost of simply keeping the Youkai summoned in order to heal it in the first place. You may be wondering, "Well what WOULD you find acceptable!?" To which I answer, "How about closer to 60% for such a critical skill, rather than 45%?"
I quote myself when I say,
Quote: Purchaseable traits to "default" your entire growth spread to a preset based on what kind of build you want. These presets would be inferior to optimally min/maxed builds, but still less detrimental than either a stat spread lacking focus, or mixing classes with incompatible growths.
I'm not asking for a Shaitan LB/Bonder to be as powerful a mage as a Lich Evoker/GS. Not even close. I'm just suggesting a few functional options if our class combos give us utter crap for growths. Maybe 75% in primary offensive stats dependant on build (Light Warrior, Heavy Warrior, Light Mage, Heavy Mage, etc) as opposed to the 60s it's possible to get stuck with.
Every class should be viable for PVE on it's own merits, without relying on other classes for growths or skills. If a class is not, then something is wrong with that class. And, of course, many classes with lower growths have wonderful tools to help compensate for the lower stats. Unfortunately, due to the randomness of the growth system, the simple fact of the matter is that it's only too easy for a class with more well-rounded growths, such as Verglas, to fall painfully short unless paired with something to boost those growths further. And I'm talking "Inability to win a PVE battle 10 levels below them" kind of falling painfully short. Unable to hit, doing 0 damage, etc.
I understand why some support the current growth system as a way of not making everyone clones with the same stat. But all that does is overcentralize the class selection towards the min/maxed growths so everyone uses the same thing. But the simple fact of the matter is that the system is fundamentally flawed if many classes are simply not viable from a growth perspective. All I am trying to do is give an alternative, a way to make those classes PVE viable, growth-wise.
Furthermore, it can work from an RP standpoint, as well. For example, I have an Engi/Kensei (Downright RNG blessed, by my standards, with well rounded stats that aren't utter garbage) who RPs the Duelist/ Kensei skills as mechanical things. The sword is a retractable blade in the arm, Absolute Death is actually sort of like a beacon attached to the target to highlight critical points (think a Delver's "Glowing" effect) Sharpen is simply taking more careful aim, etc. Even Tekagen is just standing by to absorb focus. What I'm getting at is, Mechanics and RP are not directly linked. While I do like to have a REASONABLE link (Example: A character who hurt their leg as a child and has difficulties running due to pain? They should not have high cel.) between Mechanics and RP, I think the meshing of stat and skillset is more important than the class itself.
*loud burp*