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Open dev news >

  • Posted By: LE-Lore
  • 16
Tags: Game mechanics, General discussion

Comments (16)

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jsebela
September 25, 2013 17:34:08
I wonder why all those faces in game look like they´ve just eaten something really sour... On top of it that female looks nearly same as female defender.
0
Valadurs
September 25, 2013 17:34:35
I think there is a mistake in the skill tier chart where it says Master in Light magic instead of Earth.
0
LegacyForTheWin
September 25, 2013 19:20:35
Jsebela: Thats because they only have 4 portraits per race (at the moment at least). So all classes within 1 race look quite similar.
0
LegacyForTheWin
September 25, 2013 19:28:22
Looking at the skills I dont see ANY reason to pick a defender anymore. The scout is much more versatile while still being a excellent tank due to a) being a dwarf (vitality bonus) b) higher dodge skill possible c) higher endurance skill possible.
So in essence the scout:
- will have more spells
- will have have same HP
- will be better with the crossbow (in the long run)
- will have a little bit less armour
- will have better evade values (in the long run)
...

That does seem to need balancing.
0
vaderbg2
September 25, 2013 20:29:56
I see multiple reasons to play a Defender over a scout.
1. Shield guard + GM Shield.
2. GM Warfare. Taunt mutliple enemies at once.
3. GM Axe. Extra Melee damage. Always great and works great with the Master Shield Ability.
4. GM Heavy Armor seems to better protect especially against crits.
5. If Crossbow will be as good as Bow is for the Ranger right now... Well, wasted Skillpoints.
6. Early on a Defender will be WAY more effective because the Scout is MAD.
0
vaderbg2
September 25, 2013 20:32:52
One more thing: I don't know if they'll implement it or not, but according to an older blog post all classes are meant to gain HP and MP at level up. A scout will most likely gain fewer HP and more MP. Hard to tell which is better, but for pure endurence, a Defender will most likely take the cake.
0
LegacyForTheWin
September 25, 2013 21:38:57
1&2) Yes, its nice to have it, but the benefit is not big enough IMHO
3) Scout also can have GM Axe
4) True, but comes with penalty. So not necessarily better
5) True, but it will change for sure
6) ?

Regarding HP and MP: So far I didnt read anything official that they will implement an automatic increase when leveling up.
0
vaderbg2
September 25, 2013 22:34:42
1&2) Personally, I think being able to block for another party member is great. My Defender in the EA version takes WAY less damage then the rest of the group, because he can block.
3) Missed that one. My bad.
4) I'd think a GM won't have much of a penalty.
6) MAD=Multi Ability Dependent. A scout will need pretty much all abilities. A defender only needs Str, End a bit Prceision.

HP/MP on level up: https://mightandmagicx-legacy.ubi.com/opendev/blog/post/view/your-recent-questions-our-answers
0
Istreibitel
September 26, 2013 00:06:06
Why? Why this medicore active ability? Don't we already have immobilization as the starting spell of Earth school? There is absolutely no need for this ability to ever exist, especially gotten so late. And it won't work against bosses anyway, so what's the point? Easier to kill monsters that are already easilly killed?

Scout needs a more powerful and more synergetic active ability to be viable.

PS: Bug in picture? Shows mastery of Fire and Light but in text it says Fire and Earth?
0
GrakorTheOrc
September 26, 2013 05:20:28
I'm curious which is the error: the mention of earth magic in the description, or the notation of light magic instead in the skill graphic.

That said, I'm not terribly worried about the scout making the defender obsolete, balance stuff can be worked out during early access. One thing I am concerned about is that they use near-identical equipment. I wonder if this will discourage, as an example, the use of a scout and defender in the same group, since both will be competing for axes.
0
LegacyForTheWin
September 26, 2013 08:39:05
Well, yes, the active ability is not too exciting. If they keep it they maybe should change it to passive. Cause otherwise you will a) need mana (which you need for spells being half a caster) and b) its quite redundant to the entangle SPELL then

@Devs:
Also I would suggest to go through all the nice ideas of the previous MMs and screen if some of those are suitable for MMX, e.g. via the great Wikis and Fanpages where spells, skills etc. are listed in very well structured way.
0
LE-Lore
September 26, 2013 10:10:49
It's actually fire and light, so the chart is right, but I edited the text. Sorry, my mistake!
0
vaderbg2
September 26, 2013 11:10:34
That's an interesting combination. Judging from the EA version, it seems Earth is more useful than light but I guess Light works, too.

At least the special ability is no longer something the scout can do at level 1 with a spell.
1
jsebela
September 26, 2013 12:57:48
Vaderbg2: Sadly, balancing classes is only small part, that spell system really needs some working on, especially there should be dynamic spell power - as was in MM6-8 where every little point spent in spell skill, increased power and potency of all spells. Also I ´d like to see return of those great spells - Town portal, Enchant items, Shared Life... Fortyfying items against breaking wouldn´t hurt either. Also what use is water spell that protect against attack by 0.3% and costs 25MP?!!
3
vaderbg2
September 26, 2013 13:29:50
Oh, I'm judging exclusively by the EA Version. It's not like we have much else to judge by, really. But they already said they'll look into spell balancing so I hope for the best.

The current spell system needs a major overhaul. Expert and mastery ranks only reducing enemy resistences is a bad idea because it does nothing for buff/healing and utility spells. One point in Spirit is not enough for even the weakes spell. Spells are way too expensive overall making mysticism a must have and so on.
4
Puzzomns
October 11, 2013 11:30:12
nice) i like dwarfs
0
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