12-01-2017, 02:48 AM
Okiedoke, so there's like, this one mechanic of the game's classes that's pretty nice in concept, but in actuality, see's very little use. There's probably a couple things, but the one I'm talking about is Monoclassing.
One of the cores of Sigrogana Legend 2 is it's classes, and how you can mix two of them along with chosen skills in them, combining it with items and parts and everything - to make something unique to you, diverse. If you want to be more focused when it comes to classes, there's Destiny, which locks you to a certain set of promotes based on the base class, but doesn't leave you just more restricted, it increases your level cap.
Then, there's Monoclassing. There's a few perks for it. Additional skill slots, stat point benefits, and for Monk, you get some extra ki. Okay?
...Well, in a lot of scenarios, it usually takes - at least for me - two classes to be needing those extra slots.
The stat point bonus is a total of around eight more than others get. Which can be nice, but it's not very strong compared to when you can go another subclass and potentially get up to fifteen additional points (lookin at you, Verglas, Priest, Lantern bearer-)
And for Monk, 6 isn't quite potent enough. But what Monk does I believe is the right direction to buffing Monoclassing - expanding on an important attribute of that class.
So like Monk does, increasing the ki rate if you monoclass it - perhaps that monoclass number could be increased from six to nine, the capacity double, or both.
Monoclassing Black Knight could consider Black Wind always being active.
Monoclassing Bonder could make all Youkai considered your 'sole' youkai - so you get the full benefit of stuff as long as you had only three bonded, as if they were your only one.
Tactician could perhaps not lose rank upon taking higher than 5% damage.
Trickier stuff, like Ghost, could get a multiplier on their innates, perhaps.
Stuff like that. Obviously, what would go per class is worth discussing, and I don't expect what I specified to be a part of it, on merit of being wrong or too overpowered - those were just examples on what I think could be a decent direction to go to Monoclass, which I think, is worth a discussion.
[also for those crazies that wanna monoclass base classes like soldier maybe it could make soldiers regen percentile instead of flat idk]
One of the cores of Sigrogana Legend 2 is it's classes, and how you can mix two of them along with chosen skills in them, combining it with items and parts and everything - to make something unique to you, diverse. If you want to be more focused when it comes to classes, there's Destiny, which locks you to a certain set of promotes based on the base class, but doesn't leave you just more restricted, it increases your level cap.
Then, there's Monoclassing. There's a few perks for it. Additional skill slots, stat point benefits, and for Monk, you get some extra ki. Okay?
...Well, in a lot of scenarios, it usually takes - at least for me - two classes to be needing those extra slots.
The stat point bonus is a total of around eight more than others get. Which can be nice, but it's not very strong compared to when you can go another subclass and potentially get up to fifteen additional points (lookin at you, Verglas, Priest, Lantern bearer-)
And for Monk, 6 isn't quite potent enough. But what Monk does I believe is the right direction to buffing Monoclassing - expanding on an important attribute of that class.
So like Monk does, increasing the ki rate if you monoclass it - perhaps that monoclass number could be increased from six to nine, the capacity double, or both.
Monoclassing Black Knight could consider Black Wind always being active.
Monoclassing Bonder could make all Youkai considered your 'sole' youkai - so you get the full benefit of stuff as long as you had only three bonded, as if they were your only one.
Tactician could perhaps not lose rank upon taking higher than 5% damage.
Trickier stuff, like Ghost, could get a multiplier on their innates, perhaps.
Stuff like that. Obviously, what would go per class is worth discussing, and I don't expect what I specified to be a part of it, on merit of being wrong or too overpowered - those were just examples on what I think could be a decent direction to go to Monoclass, which I think, is worth a discussion.
[also for those crazies that wanna monoclass base classes like soldier maybe it could make soldiers regen percentile instead of flat idk]