Aetolian Game News
Class tweaks
Written by: Keroc, the Starborn
Date: Wednesday, April 21st, 2021
Addressed to: Everyone
Hey folks,
After the forum thread on class viability, I've put together a few tweaks in order to address the biggest concerns people had. The general consensus seems to be that most classes are in a good state, except the top dogs who do a bit too much.
I have Ascendril on my list to probably put some bigger changes into (and also potentially Shaman) but that'll be a little while yet.
I'll keep an eye on things and ensure it hasn't swung things too drastically, but it should allow the rest of the pack to compete a bit more fairly.
Corpus
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- Frenzy now has a minor stun upon it again.
- Frenzy base PvP damage has been slightly reduced.
Devotion
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- Removed skill: Warding.
- Piety 80% block rate now requires 6 afflictions, up from 5.
Enchantment
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- New skill: Amplification.
Ferality
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- Attacks will now trigger divert before damage is applied, instead of before parry.
Forging
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- The lance has been shifted to the large cutting weapon pool.
* It has no basic weapon attacks though, as it will remain one handed.
Fury
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- The boosted effect upon Expunge has been removed.
- Expunge balance recovery time lowered to 2 seconds, down from 3.
- Expunge now cures a random physical affliction.
Gravitation
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- Cannon equilibrium recovery time lowered to 3 seconds, down from 3.5.
- Pulsar now has a chance to give deadening, instead of disrupted.
Horsemanship
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- New Transcendant skill: Lancer.
- Leaping has been shifted down in the skillset a little.
Wayfaring
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- New skill: Manhunt (forests).
- Greenheart has been moved into the general Wayfaring skillset.
- Blindsense now only provides a 10% accuracy bonus, down from 25%.
Illumination
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- Shadow afflictions are no longer hidden when Shine hits an enemy.
- Cleansing cooldown increased to 20 seconds, up from 15.
Mentis
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- Lure now has a maximum range of 3 rooms but no longer needs line of sight.
- Lure equilibrium cost increased to 2.5 seconds, up from 1.5.
- Lure now has an equilibrium cost when it cannot reach the target.
Numerology
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- Syncopate equilibrium recovery time lowered to 2.75 seconds, down from 3.
Purification
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- Cauterize clot amount increased to 150 bleeding, up from 50.
Sanguis
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- Removed Pulse choice: Overpower.
- New Pulse choice: Subdue.
Sorcery
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- Removed skill: Countercurrent.
* Likely to be removed from Ascendril too, but I need to sort them out a bit first.
Spirituality
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- Removed skill: Corporality.
- Beckon angel power cost increased to 300 for no target, up from 100.
- Beckon angel power cost increased to 50 when a target is supplied, up from 35.
- Beckon equilibrium cost for a target increased 2.5 seconds, up from 1.5.
- Beckon now has an equilibrium cost when it cannot reach the target.
Tekura
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- BBT balance recovery time lowered to 3.25 seconds, down from 3.5.
- Whirlwind kick bonus limb damage increased to 3.5%, up from 3.0%.
Psionics
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- Added skill: Corporality
Some quick overarching notes -
Luminary: Beckon made less spammable. Defensive power less strong. Team kit trimmed down a bit.
Sciomancer: Trimmed away some defence and hinder. Venom classes should compete with them better.
Wayfarer: Pushed them more towards glass cannon archtype with less curing power. Will keep an eye on this.
Monk: Some number adjustments to broaden their kill window.
Archivist: Small buff to Syncopate speed to make it more of an alluring midgame choice.
Zealot: Obtained Corporality from Luminaries for better team utility spread across tether. Light buff to Cauterize for teams.
Praenomen: Lure made stronger to better match Beckon. New Subdue pulse to use in 1v1.
Misc: New Lancing ability to play around with. New Enchantment that buffs team assist strategies.
Penned by my hand on Quensday, the 25th of Niuran, in the year 494 MA.
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https://forums.aetolia.com/discussion/3939/announce-post-3181-class-tweaks