Post by Spookypatrol [Delia] on Dec 27, 2018 12:46:01 GMT -5
It has been called to the attention of Admins that there has been some concern over the balance of Visimorph. After careful consideration based on how the class is intended to function, the following adjustments have been made:
Overall change: Masks can no longer be swapped every round. Upon swapping masks, the user must wait 1 full round before swapping again.
Great Fairy Mask: Fairy Blessing AoE heal reduced to 10% of max hp down from 15%.
Soldier Mask: Instigator now has a 4 round cooldown, up from 2 rounds.
Soldier Mask passively grants 15% mitigation, down from 20%.
Visimorph was designed as a "Jack of all trades, master of none" type class, granting it extreme versatility, at the cost of making it considerably worse at serving dedicated functions as a dedicated class would be. For example, the Great Fairy heal has less healing capacity than a Priest or Naturalist, and the Soldier tanks far less effectively than a Guardian or Warrior. It has access to a broader array of skills than most classes, granting it potentially up to 3x as many skills-per-slot as other dedicated classes, but at the following costs:
Visimorph is forced to swap masks in order to access most of its skills, so while every other class has access to 6+ skills at a time, Visimorph usually only has access to 2-3. Swapping into another mask alters their passive buffs, which can be detrimental if a skill you want to use is blocked behind a disadvantageous set of passives (ie wanting to use Chilfos' piercing attack but fighting against enemies that use fire attacks often). In addition, apart from some high-cooldown switch-in skills, Visimorph is forced to take a round to access their stronger, more dedicated skills. So while they do have a much broader selection of skills at their disposal, they have access to considerably fewer at any given time, and usually at the cost of higher risk.
Additionally, Visimorph cannot subclass or secondary class, removing any potential versatility that every other class has access to upon the availability of subclassing / secondary classing.
By tweaking some values and greatly increasing cooldowns in places, Visimorph is forced to play several steps ahead of the competition. Locking into a mask for 1 full round additionally makes the mask-swapping riskier, and makes it easier for players to lock a Visimorph into a disadvantageous position. Remember: unlike other classes, Visimorph is forced to swap stances to access other skills. Locking them into a mask means locking them out of many of their skill actives! These small but significant changes should force Visimorph players to think further ahead without losing any of their intended class versatility.
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If any further adjustments are made within the next couple of days, they will be added here.
Visimorph
Overall change: Masks can no longer be swapped every round. Upon swapping masks, the user must wait 1 full round before swapping again.
Great Fairy Mask: Fairy Blessing AoE heal reduced to 10% of max hp down from 15%.
Soldier Mask: Instigator now has a 4 round cooldown, up from 2 rounds.
Soldier Mask passively grants 15% mitigation, down from 20%.
Class Intended Function
Visimorph was designed as a "Jack of all trades, master of none" type class, granting it extreme versatility, at the cost of making it considerably worse at serving dedicated functions as a dedicated class would be. For example, the Great Fairy heal has less healing capacity than a Priest or Naturalist, and the Soldier tanks far less effectively than a Guardian or Warrior. It has access to a broader array of skills than most classes, granting it potentially up to 3x as many skills-per-slot as other dedicated classes, but at the following costs:
Visimorph is forced to swap masks in order to access most of its skills, so while every other class has access to 6+ skills at a time, Visimorph usually only has access to 2-3. Swapping into another mask alters their passive buffs, which can be detrimental if a skill you want to use is blocked behind a disadvantageous set of passives (ie wanting to use Chilfos' piercing attack but fighting against enemies that use fire attacks often). In addition, apart from some high-cooldown switch-in skills, Visimorph is forced to take a round to access their stronger, more dedicated skills. So while they do have a much broader selection of skills at their disposal, they have access to considerably fewer at any given time, and usually at the cost of higher risk.
Additionally, Visimorph cannot subclass or secondary class, removing any potential versatility that every other class has access to upon the availability of subclassing / secondary classing.
How These Changes Help Maintain the Balance of Versatility While Reducing Overbearingness
By tweaking some values and greatly increasing cooldowns in places, Visimorph is forced to play several steps ahead of the competition. Locking into a mask for 1 full round additionally makes the mask-swapping riskier, and makes it easier for players to lock a Visimorph into a disadvantageous position. Remember: unlike other classes, Visimorph is forced to swap stances to access other skills. Locking them into a mask means locking them out of many of their skill actives! These small but significant changes should force Visimorph players to think further ahead without losing any of their intended class versatility.
-----
If any further adjustments are made within the next couple of days, they will be added here.