|
Post by vdx on Nov 5, 2014 14:14:03 GMT -5
I think I just gave myself my next group idea, brb starting ANOTHER new game.... It's a very good build. While the Cleric's Warder's Shield is a very nice defensive talent, the Paladin's Holy Sickening proves to be a beast when coupled with Burning Blades and +magical damage gear. I have a Vras, Karjaten, Fyona, Tamilin build that is deadly with the H.S. and B.B. talent pair.
|
|
|
Post by vdx on Nov 5, 2014 14:35:09 GMT -5
".... Elemental damage comes in limited form , ie spells from Mage class or damage buff whereas armor debuff practically applies to all forms of damage in game...." ".....essentially, for a comparatively less useful defense and damage resistance debuff talent in HS, you are penalizing it more by levying a higher sp cost...." 1) Elemental Damage is abundant by EP 2. If you haven't found any to your liking, the Hermit sales you elemental damage adding equipment. 2) In general, Fyona is not as an effective caster as Kyera, a point that was noticed early on and is balanced by Fyona's much higher melee abilities. Kyera is also designed to be a bit of a SP tank given her Sacrifice talent. She's supposed to have an abundance of SP when every one else is running dry. 3) I agree Warder's Shield is a better all-around, all-party defensive buff for most party builds. However, melee party builds and melee character's can find the Shield of Cortias a little more useful. Which makes sense consider Fyona is a in-the-trenches type of fighter whereas Kyera supports the front lines from the back or flank. (Note: my range based party really benefits from Warder's Shield). 4) IAP characters have different, and arguably more flexible, development paths but ARE NOT and ARE NOT INTENDED to be simply a higher quality swap out option. Changing one character alters the team dynamic and requires adjustments to bring about the optimal abilites of the party. There's a lot of team work in high quality builds, which as you noticed, means you'll miss any character you swap out, even if you like the new character over all. Balance is a cruel mistress. Also, keep in mind no one publicly knows what new tricks EP 3 will bring out. I have a feeling that some builds that are built to exploit EP 1 and EP 2 enemy traits may struggle with what ever the City of the Dead throws at the party. A similar thing happened between EP 1 and EP 2. It's something to keep in mind when building a party that focuses in defeating enemy AI and weakness in a certain episode. To quote the Major from the Ghost in the Shell, "Over specialize and you breed in weakness." Sometimes it's better to build a solid, flexible party rather than an one-talent wonder party (says the guy with a love affair with Lv. 10 Fireball). startradersrpg.proboards.com/post/78721/thread
|
|
|
Post by vdx on Nov 5, 2014 15:35:58 GMT -5
Haven't found a feedback section and so I'd posted it here. Please bear with me if this had already been brought up. Am new to game and here's my observation on some early game play balance issue concerning the cost of using Fyona talents. BTW, +1 Exalt for sharing your thoughts AND for noting their "Early play" thoughts. It's easy to forget what it was like to first play through the game when all the mechanics were still new. The IAP characters are very different from the standard ones and it can take awhile to find out how those differences impact a team play. I may disagree with your assessment, but I have the advantage of several different play throughs with different builds to based by opinion on. Let me know how your thoughts on Fyona change as you make it through EP 2 or so.
|
|
|
Post by rygar on Nov 8, 2014 10:30:00 GMT -5
As some has pointed out , it's true HS has additional damage debuff for Resists at later levels of the talent. For games like this damage and damage affecting skills are hugely important assets and rightly weighted more in terms of sp expenditure, at later level.
But how much more in terms of so cost? At near to 3 times the sp cost for its nearest debuff competitor? Not for me. Especially at the early game when it's not giving the additional resists ( not Resistance )debuff. Even at later levels, thrice the relative cost is still too much.
instead I'd propose a sp cost close to what CA is having, maybe even abit more, say 1.2 to 1.5 times in the spirit of paladin nerf if that is the design at the early levels of the talent. When resists debuff kick in at higher level the sp cost can be raised to close to 2 times the cost.
|
|