First of all, this thread was created due the following quotes from "Mother of mother of all debates..."
What i am missing here is the fact we have so many threads about the AW and almost zero about other underpowered or unbalanced classes.
Please do make these discussion threads. They are worth discussing.
Second, I currently find five classes underpowered and/or poorly conceived. The purpose of this thread is to discuss these classes, add classes you might find underpowered and offer solutions how to fix them.
Generally I find all mages are very strong, Archer has a lot of damaging abilities like Reaver. I find high damage output/low surviveability to be a fair trade. Katari is decent due guard on hit. The three new classes, Duelist, Virtuoso and Avvar are, without a doubt, very good. Leaving us five classes. In my opinion, the legionnaire, the templar, the alchemist, the assassin and the hunter are the least interesting and most underpowered classes in the multiplayer. My experience comes mostly from Pick-Up Groups or playing with a friend in PUGs. I'm sitting at 35/52/51 promotions.
What's wrong with sword/shield classes?
Being a longtime MMO Player (Final Fantasy 11, later 14, and TERA) I always liked the concept of having a Tank inside a group. Basically this is what a legionnaire or templar should be accomplish. Currently both classes have the least damage possibilities of all classes. Which I don't find bad at all except having two fundamental problems.
The first is a simple copy/paste error. Coming from Single Player where everything is vast and mob groups are usually a long way from each other the cooldowns on Challenge/War cry is fine. For Multiplayer the cooldown timers of 16/24 seconds respectively are too high, since the areas are way smaller and mob groups are closer to each other. Most games, even on perilous are fast paced and it will be rushed a lot, which means that you can have crowd control for every second or third mob group. A Tank, imo, should be able to provoke every possible mob to shield the group, which, of course, is not possible in a dragon age setting. However, reducing the cooldowns of both abilities by half (adjusting the additional effects corresponding) will enable the sword/shield classes to tank properly. This may even lead to main/off tank parties and other cool tanking mechanisms.
The second problem I, and problably anybody, see, is how badly guard compares to barrier. Even a fully skilled Legionnaire can have it's guard removed by one hit. What gives? Guard needs to get pimped, to have tank classes withstand more than one or two mobs.
Why would you ever use hunter over archer?
Long shot is missing from the hunter tree which impacts the hunter's damage output a lot. Archers can learn long shot on level 3, it's perk on level 4. I find long shot ,enhanced with it's perk, to be an very strong ability in multiplayer due the small sized maps and the crowd of mobs. You can easily hit 2-3 mobs with it and not rarely you see 7-10 hits. That every 8 seconds. Hunter needs that ability to rival archers damage output. You can easily replace long shot with an ability like hook and tackle while having both classes still unique. As it currently stands, why would you ever use hunter over archer? Is it the fun? Wouldn't it be "more funny" to have access to all ranged skill on both ranged classes and choose which you like more?
Duelist can tank, deal damage in close and ranged combat. How do Alchemist and Assassin compare to that?
That said, I like playing Duelist. It's a great classes, full of opportunities (skill tree and weapon wise). I really would like Assassin and Alchemist. Both are close combat damage dealers and more important, in my opinion, both can't survive very long in the front rows without someone protecting them. The flask of frost (Why the hell would you ever get the upgrade perk?!? provoking mobs on Alchemist? wtf?!) is nice on Alchemist but won't help if 2-3 mobs are hitting on you, especially since it's low duration time. Without proper promotions you are melting like ice cream in the sun. The Assassin is all about stealth, who can deal the most damage while invisible and standing the mob. In fast paced parties this is almost impossible to do, except you run invisible through the front rows or into treasure rooms and solo. What happens if you don't one-shoot the mob to reset your stealth cooldown? You are going down fast in a group of 4-5 mobs. Also, it should be about group play in multiplayer, not fighting solo in front or treasure rooms. My solution to fix this is easy and already implemented. Why shouldn't Assassins and Alchemist possess the coins a Duelist has? No passives need to be altered for this. Just give us coins on active dagger skills. It'd help the survivability of both classes tremendously.
What do you think? Do you agree/disagree? Do you want to add some Problems I missed? Think a class is underpowered? Dicuss.
TLDR: Nothing here, read it you lazy thing!





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