Slayer's Hellfire mod - Based on Marsh's Hellfire 1.02 mod
#7
Well this particular change was made to aid in the stunlocking of all monsters, instead of just advocates. The way I saw it, is if she is going to be capable of melee combat, she may as well be relatively proficient at it. Besides that, she doesnt exactly carry a shield, and when she does, she doesnt have the ability to critical hit like a Warrior or Barbarian do (nor would she have the suggested hitstun adjustments that i plan on implimenting for those classes)

She may do alot of damage, but especially at earlier levels (and even mid level) she doesnt have the endurance of say, the warrior class, let alone the barb, so she's better at 1 on 1 combat, but she doesnt perform as strong at 3 on 1 combat even with the sweep ability because she is more fragile(warrior has a shield to protect him, and barb has greater stun resistance). In larger groups than that however, any of these 3 characters are in an extremely disadvantaeous position where they will either spend alot of resources, or die.

Overall though I dont think this particular change harms the balance of the bard - if anything she certainly isnt as strong as the sorcerer, which is what I consider to be the upper limit for how powerful a player character should ever be (for obvious reasons). In the endgame, I've always found you end up fghting a guerilla-style battle regardless of which class you play simply due to the raw power of monsters combined with general equipment limitations.

But that is why I made the change that I did. Your feedback is appreciated however, and will be taken into account in the future.
Quote:
I can see what you see not
Vision milky, then eyes rot
When you turn they will be gone
Whispering their hidden song
Then you see what cannot be
Shadows move where light should be
Out of darkness, out of mind
Cast down into the halls of the blind
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RE: Slayer's Hellfire mod - Based on Marsh's Hellfire 1.02 mod - by Slayer_X64 - 12-28-2013, 02:45 PM

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