Class Balance Changes (a revisited topic)
This isnt a topic to ask for changes, or anything else. Its simply me wanting to get a bit of understanding on the decisions you made to implement towards specific classes.
The original reason the discussion was brought up was because of the lack of viability for monks and therugs in the inquest. While you attempted to fix them, theres still not been a winner in those two class categories, its basically still stuck on GMB, Casters and Fighters.
Vampires, Therugs, and Monks still dont seem to have the ability to compete, and I dont feel like the items you created for them help in much way.
1. Why were vampires given only additional resist? They already have the hardest time killing others due to reliance on relics and items built into the game preventing vamps from being reliable killers.
2. Why do Archers, and Fighters have so much more resist, over other classes.
3. Why are you stacking casters to be so strong vs archers, when there are 5 classes suffering from the way archers build, with high dur and viability from bow damage.
4. What is the reasoning for requiring such an investment from monks / therugs, with such little noticeable benefit to them as a class?
5. Do you have plans on addressing the disparity of vamps, vs everyone else. Or is this just you wanting to bring GMB's down a notch and leave everyone else where they are on the charts.
6. Itemization changes could benefit most of the classes greatly (archer included) with simple changes such as rapid heals, accurate heals, etc. Is this something we're going to see addressed in the future gear updates? Is that even happening still?
7. Why are we still in a situation where the winners of the inquest are primarily GMB's but you're only buffing casters to be able to counter them? Shouldnt a fighter be able to counter an archer more easily than a caster? Getting hit in the face with an axe is a bit disruptive.
again I'm not asking for changes, im kinda just asking what the **** is going on?
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