Kensei Enhancement Tree:
- Critical Accuracy:
Costs 2 action points in order to receive +1 to confirm criticals. This ability is a pre requisite to "critical damage" and "A good death" abilities.
Spending 2 points per tier for nothing will result in no action point expenditure in this segment of the tree. If you feel like leaving it, go ahead, just know that its wasted coding. I mentioned this in the alpha, but nothing was changed here. Critical accuracy = Garbage.
- Critical Damage:
2 action points for +1 crit damage is outrageously expensive. No thanks.
- A Good Death:
Will never be used due to the first two bullets. Ability itself is decent at best, the pre reqs drive the last nails in the coffin for this one.
- Extra Action Boost:
These are the kensei boosts we were missing. Thank you for including them.
However - Current fighters have an extra action boost line in ADDITION to the boosts we get from kensei. This new tree removes those additional boost opportunities, and keeps these kensei ones at 2 AP per tier, which is very expensive.
Suggestion: Call this enhancement Kensei Boost: 1 AP per tier, 3 tiers. Create new enhancement called Extra Fighter Boost available to both stalwart and kensei: 2 AP per tier, 3 tiers. This way we have easier access to the kensei ones, and further access to the more expensive ones if we feel that our boost count is low.
- Attack/Haste boost:
You folks nailed this one, wonderful change. Thanks for this one!
- Tactics :
Major issues here. 2 AP for +1 to tactics is stupid. These were the kensei tactics that we were missing, so thanks for including them. But, we are still missing the specific tactic lines that we currently have on live in addition to the kensei tactics. My stunning blow DC is down because this tree lacks specific tactic enhancements in addition to the generic one.
Suggestion: Kensei tactics should be innate. I'm a fighter for crying out loud, I don't need the choice of taking tactics or not - this needs to be inherent in the prestige, and also gives fighters a better reason to take more fighter levels. Then, change this enhancement into Stunning blow: 1 ap per tier, 5 tiers. Include sunder and trip lines as well.
- The Weapon Specialization Line:
Terrible. Why does the first tier give +1 to damage for 2 AP, and then subsequently alternates with +2 damage giving versions in higher tiers for the same 2 AP? Who designed this? The entire tree gives a grand total of: 1 + 2 + 1 + 2 = +6 to damage for: 2ap + 2ap + 2ap + 2ap = 8 action points.
Suggestion: Absolutely most emphatically INCREASE the damage portion of each weapon specialization enhancement to +3 damage. That way, we get a total of +12 damage for 8 action points instead of a measly 6. Now I feel more like a kensei.
Also, each one should also add +1 tactic if you choose not to incorporate my above suggestion of making it innate. This will make up for the loss of the other tactic lines and cushion the AP hit for taking the expensive tactics line currently available.
If not, then add +1 doublestrike to the chosen weapon. I'm SPECIALIZING. Make me feel like a specialist. Come on devs, you can do better than this.
- Weapon Meditation:
Good ability, but again 2 ap for incremental speed is expensive. 6 action points to make this tier 3 is rough.
- Shattering Strike:
Horrible. Think about this devs, you are incorporating an enhancement that relies on an off stat as a PRE REQ for upper tier abilities. See anything wrong here? You are essentially nullifying 1 AP from this tree, because the ability won't work for most str based kensei's. Sure, it'll work for niche builds, which is why it should be a NICHE ability, not part of a main pathway toward upper level enhancements. Stupid design.
- Deadly Strike:
Hey devs? I crit all the time. I don't need a special button that I can hit out of the thousand things I already have to keep track of, just to score another crit...this ability stinks to high heaven, and should be thrown in the garbage.
I'm not relying on a vorpal to make use of this, I don't even hotbar it. No suggestion for this one, throw it away. It sucks, we SCREAMED this point in alpha, and nobody listened. THIS ABILITY IS CRA_P.
- Ascetic training:
Too expensive, 1 AP per tier is reasonable.
- Spiritual Bond:
I don't like this - this should be on rolls of 19 or 20, and stackable up to 10 times, simple and direct. Forget all that # of innates higher than charges bull, too complicated and unnecessary. Also, that would ease my point expenditure on weapon meditation if I can charge it a bit easier that way. That would go along well with my goals.
- One Cut:
Who cares? This is why fighter after level 12 has ZERO appeal. I couldn't care less about this one.
- Alacrity:
Nice ability, but when confronted with the splash benefits, its weak. I'm splashing my fighter as it stands now, kind've a no brainer. The 2 extra boosts don't really help it along that much.
Now, if you add +5 tactics, mobs don't save against your tactic DC on a roll of a 20 if it would otherwise have been sufficient, and a mass stunning blow affect with a 1 minute cooldown, NOW you got me thinking...
Hell, the mass stun alone would get me thinking...
Why? because its exclusively useful to PURE fighters, something that no splash can do. That's what entices people to go down that road.