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Announce News Post #3181

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.
Discuss this post on our forums:
https://forums.aetolia.com/discussion/3939/announce-post-3181-class-tweaks


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