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Originally Posted by
bbqzor
Replace with "your character must benefit from things in multiple places because we intentionally designed necessary things in different trees to incite such behavior". You dont seem to acknowledge that the design decisions you made when doing the overhaul put things characters need into multiple trees, thus making such decisions mandatory, not a choice. We dont have a choice. We have to spend in multiple trees in order to remain optimized enough to undertake the harder game difficulties. Again, its not a "may" its a "must". Should I provide examples or something? Not sure how else to phrase it, to be EE or sometimes even EH playable, you cant just dump a single tree no matter how appealing the choices might be on their own merits.
Flawed logic, it assumes you have a fair, unbiased choice over where those AP go. Frequently when dealing with these trees, you do not. So instead of choosing between A and B, and deciding what is best for your character, you are forced to choose between A and B, where B might be appealing but A is mandatory so you have to do it. When a single tree gets too costly in total, it impacts those "required" options, and makes building a character a pain. I dont know how else to put this. You guys put required stuff in multiple places, which means we need some kind of minimal overhead of points to use to get those things. When one tree is too expensive, it eats the overhead budget up, and we get caught always lacking something. Thats not fun, thats annoying. Again, if a single tree cannot provide its signature stuff for 41-50 pts, it becomes very difficult if not impossible for it to work within the system because the other trees generally require a minimum investment as well to get basic building block type stuff you need to actually play at the upper levels.
This is a correct sentiment, but the problem is how it plays out. Its more like 20ish AP go to things you essentially have no choice over in the lower tiers of all trees, 41-50 go to your main tree, and you maybe have a few left over for fun choices. Each point isnt metered out with the same measured weighing of all choices. Its not that further points wont help us, or that I (or we) want 80 to feel like enough. Its saying that if we cannot get the "required basics" on the budget we have, the cost is too expensive and thats on you guys. 6 Ref for 6 AP is one example... its just never going to be purchased. 6 for 12 was ok, it should be 3 for 6 to remain okay if you want to tone the bonus down. But keeping the costs high relative to the reward just eats points, undermines the necessity of spreading out into many trees, and generally makes it difficult to use the expensive tree in question. Thats just plain bad.
Bingo. Players have seemed to forget or gloss over, Spellsinger and Warchanter were promised revisions next, so its difficult to make this case with specifics for bard right now, as any example anyone would use is effectively null and void from a design standpoint, as all the comparisons are potentially changing. But the core fact that the tree has to remain reasonably priced in total and in relation to other trees remains unchanged. And that is very easy to show using any number of other classes.
I, too, seriously question what is seen as acceptable play among some of the classes in the devs eyes now. To use monk as an example, removing force except for T5 henshin, and removing passive Ki regen from all the capstones to put it in Henshin (contemplative, not the henshin capstone), are two cases in point. If you want to use the force combos, you have to go henshin. If you want to maintain any passive ki regen, you have to go henshin. Monks dont get a choice, as they used to, that choice was a casualty of the enhancement revamp which sits uncontested. It would be an easy fix to just add 1 passive ki back to all capstones, and add a regular force strike (doing something like 1d4/4 mnk lvls or whatever) to the "elemental strikes" selector. Problem solved, monks would no longer be missing previously core abilities, and be forced to put something into henshin. But its not done, and they have to go there (or live without ki, which for some monks is manageable, but that gets into "wanting to know how (devs) play certain classes"). So yea... I dont see the point in using bard examples with revamps coming but the state of the mechanic game wide is undeniable.
Swash is getting a lot of bloat at the end, and its critical that it is adjusted before going live. Who knows how long until the next pass on what will be the newest tree... look at how long it took EK to get its scroll mastery fixed. This needs to be right, and soon. I hope we see some corrections next lama.
Edit to add, as these were posted while I was writing:
Great point. Sacred Defender especially is so overpriced its literally ridiculous. While all trees cannot reasonably expected to land exactly parallel on costs per tier or costs in total or what have you, the should feel roughly proportionally equal in terms of bang for your buck. Glad its not just me seeing the bloat.
Again, great point. We are seeing a change in design stance, in real time, and wondering why the disconnect. If the trees are supposed to be shifting towards more self contained, higher cost nature... well... it may be time for another enhancement pass. Otherwise, you need to pay homage to your own decisions and ensure backwards compatibility. Glad I am not the only one seeing this too.
Thanks guys.