Posted June 04, 2016
I'm working on a couple of Frankenstein classes. I'm tweaking damage, cooldown, and animation speed, and regrouping skills sort of thematically, and also messing with some passives. Basically anything that doesn't require 3D modeling.
I keep wanting to release a version, but I keep adding and changing things. For example, I didn't realize until today that animation speed is a good mechanism for balancing some skills. So imagine you can shoot Berserker's Rupture with a bow, but it takes a second or two to fire the shot - things like that.
The vanilla base classes are all spammy all the time, and I'm sort of modding that out, but the balance is probably off at the moment. I have a potion nerf in particular that I'm continuing to use with this.
Both of my new classes have STR-VIT and DEX-FOC cross-scaling passives. VIT is sort of a weak stat in vanilla as it is, so that one scales from 10 to 50% by skill level, while DEX-FOC is 10 to 30%.
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Pirate - Pistol-and-melee dual-wield class. Passives and skills mostly depend on RH Pistol and LH melee. Skullmug briefly grants 1/1.5/2% health regen/sec after any kill, for 1-5 seconds renewable, depending on the passive level. The rest is a sort of Outlander/Engineer hybrid. Blast Cannon makes an appearance, with less range and more damage, and a bit of a cooldown. Implosion makes an appearance from the Embermage class, too. Long Range Mastery has been scrapped. Instead, the two weapons scale off of each other, and the Pirate gets an attack damage bonus paired with a smaller attack speed penalty, along with some skills that scale off of weapon damage. Between Skullmug and the bonus stats, the odd demands of mid-ranged melee/pistol fighting might be manageable. What I don't want is a lose-lose situation where you can never equip enough gear to stay in the game. But with the extra stats, a few scalings might have to be tuned down later on.
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Ascetic - Kind of slow, goofy, and hard-mode. I'm not sure how it's going. I'm just trying to give polearms and bows some attention, where in vanilla Shotgun and dual-pistol got all of the love. This class has a weird double-edged passive, which restores or reduces health/mana in a linear way toward 60% or so (I keep tweaking it). This class also has large penalties to potions and fame, around -70% at the moment. Also has penalized gold drops, but gains gains bonuses depending on missing health% at higher ranks. This class begins with -20% attack and cast speed, but +20% total damage, and earns back 1% AS/CS per skill rank in the passive.
This class scales uniquely well with raw health, +potion effectiveness gear, and HP/time gear. And they can proc Stormclaw with bow attacks. At low levels, the Clovenhoof set is a godsend, and Blade Pact is priceless early on for surviving as a melee against champions. The pacing can be a bit sluggish, though. Waiting out the recovery to get more hits in slows down melee play a bit too much, but I don't want to make the healing passive too strong to the point of cheating death too easily.
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Anyway, if I release it as is, there could very well be removed skills in a day or two, which AFAIK would permanently destroy skill points.
I keep wanting to release a version, but I keep adding and changing things. For example, I didn't realize until today that animation speed is a good mechanism for balancing some skills. So imagine you can shoot Berserker's Rupture with a bow, but it takes a second or two to fire the shot - things like that.
The vanilla base classes are all spammy all the time, and I'm sort of modding that out, but the balance is probably off at the moment. I have a potion nerf in particular that I'm continuing to use with this.
Both of my new classes have STR-VIT and DEX-FOC cross-scaling passives. VIT is sort of a weak stat in vanilla as it is, so that one scales from 10 to 50% by skill level, while DEX-FOC is 10 to 30%.
------------
Pirate - Pistol-and-melee dual-wield class. Passives and skills mostly depend on RH Pistol and LH melee. Skullmug briefly grants 1/1.5/2% health regen/sec after any kill, for 1-5 seconds renewable, depending on the passive level. The rest is a sort of Outlander/Engineer hybrid. Blast Cannon makes an appearance, with less range and more damage, and a bit of a cooldown. Implosion makes an appearance from the Embermage class, too. Long Range Mastery has been scrapped. Instead, the two weapons scale off of each other, and the Pirate gets an attack damage bonus paired with a smaller attack speed penalty, along with some skills that scale off of weapon damage. Between Skullmug and the bonus stats, the odd demands of mid-ranged melee/pistol fighting might be manageable. What I don't want is a lose-lose situation where you can never equip enough gear to stay in the game. But with the extra stats, a few scalings might have to be tuned down later on.
-----------
Ascetic - Kind of slow, goofy, and hard-mode. I'm not sure how it's going. I'm just trying to give polearms and bows some attention, where in vanilla Shotgun and dual-pistol got all of the love. This class has a weird double-edged passive, which restores or reduces health/mana in a linear way toward 60% or so (I keep tweaking it). This class also has large penalties to potions and fame, around -70% at the moment. Also has penalized gold drops, but gains gains bonuses depending on missing health% at higher ranks. This class begins with -20% attack and cast speed, but +20% total damage, and earns back 1% AS/CS per skill rank in the passive.
This class scales uniquely well with raw health, +potion effectiveness gear, and HP/time gear. And they can proc Stormclaw with bow attacks. At low levels, the Clovenhoof set is a godsend, and Blade Pact is priceless early on for surviving as a melee against champions. The pacing can be a bit sluggish, though. Waiting out the recovery to get more hits in slows down melee play a bit too much, but I don't want to make the healing passive too strong to the point of cheating death too easily.
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Anyway, if I release it as is, there could very well be removed skills in a day or two, which AFAIK would permanently destroy skill points.