More than class balance I would like to talk about the characters who use heavy equipment I have ironically noticed that the warrior takes the worst part because although the other classes receive the same penalties at least they have their advantages (Leaving aside the Charmer that only works if you wear light armor)
Is there a probability? That in the future at higher levels the Warriors have the possibility of acquiring a passive that ignores the heavy equipment penalties or at least it reduces half if they are concerned that the agility characterist at higher levels end up exceeding the -5 initiative of each piece of armor
This could cope with the offensive capacity that lacks in exchange for having the ability to attack more or normally.
- Warrior: Veteran: When wearing Heavy armor or carrying a shield, you generate 25% more Threat and are immune to Terror. (Personally The Warrior has the worst passivity)
- White magician: Retrieve your Hp if you cure your classmates
- THIEF: more damage if the objective suffers an abnormal state
- Black magician: more critical probability when casting spells.
- In short, a warrior with heavy head armor is too slow to generate threat and helping your team unless your followers use the Defender command in their first shifts and you attacks or use the mirror posture.
- While it is true that the shields are useful when your strategy is based on resisting blows when you suffer from Sunders Armor you are sold to the enemy as you are still as slow and you will see a shock rain until you arrive your next shift.
- In the end, although the other classes are equally slow when carrying heavy equipment, at least they reward their offensive, even the white magician with charge weapon or smite evil ends up doing more damage in the only turns they can attack.
Is there a probability? That in the future at higher levels the Warriors have the possibility of acquiring a passive that ignores the heavy equipment penalties or at least it reduces half if they are concerned that the agility characterist at higher levels end up exceeding the -5 initiative of each piece of armor
This could cope with the offensive capacity that lacks in exchange for having the ability to attack more or normally.
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