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  1. #111

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    Quote Originally Posted by gigawuts View Post
    This is precisely correct, and the whole issue.

    Classes aren't unique. They're about damage mods. That's it. This is due to a whole ton of factors, but mostly because the game is all about finding rares and minimal tanking ability unless you have a tank HU sub. There's no room for versatility. You need to kill as many enemies as fast as possible to try to get a rare drop.

    Fixing all of that would be super easy, but probably not something Sega would go for.
    1. Make enemies tankier, focus less on a dozen spawning at once and more on a handful spawning at once
    2. Make drops more common to compensate for fewer enemies dying
    3. Make enemies deal less damage. Right now a major part of going glass cannon is that even if you do tank up your gear you're still going to die stupidly fast to ordinary attacks. The most logical thing to do is kill or flinch an enemy before they can kill or flinch you, leading me to point 4
    4. Reduce flinch significantly on both players and enemies. The "flinch or be flinched" model of combat is fucking boring.
    5. PP should grow with your level (at a reasonably low rate), to permit more variety in unit affixing options (allowing tankier builds without crippling your PP pool)
    6. Decide what classes should do, and then give them bonuses that do that. Focus on that. Pay attention to the game you're in charge of.
    Good point.

    Just a thought, but I was thinking of maybe having a ranking system like the Devil May Cry games, based on style, to give a significant boost in drop rate. So if you have 4 beavers spamming Shunka, all you get is a D rank at best. if skills and PA's get mixed, you can get an higher rank.

    Tankier enemies would help with that.


  2. #112
    Mobile Heavy Armored Cast Sacrificial's Avatar
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    I love how more people post their tree idea's as pictures instead just barking at each other with words after my holy paint art.

    @chdata
    yeap, that is a nice version. You actually have a choice for what kind of element caster you want to be in there.

    @giga
    I like that hunter version, you can still decide if you need certain core stats, hybrid is a lot more workable with that as you can go around half in both path(if i assume my quick calculation is correct. And going deep into on of the two for the "specialist" skills is still an option, however i think the flash guards should be a lil deeper imo.

    On your last post:
    all is good but don't forget that almost all attacks from mobs here are AoE, that would need to be adjusted too. That or the tanky role's block should gives some kind of barrier against the AoE effect behind the tank.


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