Posted August 23, 2018
According to patch notes for the remaster, the developers decided to counter-balance the Paladin's saving throw bonus by giving them extra attacks more slowly. While I don't know the full balance implications of this change, I was thinking of the balance of the other fighter types, what could be improved, and what shouldn't be changed.
In this topic, I will focus on three classes: Hunter, Monk, and Geomancer (not that Geomancers are BT3 only, and hence not yet available in any of the remastered games).
Hunter: Can critical hit, but have poor armor selection. One thing to note is that critical hits are the *only* thing going for them, so a hunter that can't critical reliably is useless (except at really low levels). Therefore, to be balanced, a Hunter needs to be able to critical reliably. In BT1, other fighter-types can reliably one-hit kill enemies for most of the game, so, for balance, Hunters need to be able to as well. In BT2 and BT3, enemies get more HP (especially later in the game), but there is one weapon that makes them obsolete: The Stoneblade, which can reliably petrify enemies. (Maybe the Stoneblade should only work some of the time so that the Hunter has its use?) Also, note that spellcasters get STTO and DEST, both of which can instant kill enemies at melee range, and in BT2, Bards get the Deathdrum (and in BT3, the Deathhorn; more on that later).
One interesting change I noticed in the patch notes, however, is giving Hunters critical hits with ranged weapons; this is something that did not happen in the originals. This has some significant implications, which could result in the Hunter actually being worthwhile. In BT2, with this change, Hunters become the *only* class that can critical at range; it suddenly makes sense to give Hunters the Aram's Knife and just throw it at enemies to critical them from 90' away. In BT3, other classes can get ranged criticals (Chronomancers at 30', Geomancers at 60'), so ranged criticals aren't as much of a game changer, except maybe early on. However, there is one item that looks rather interesting with this change; the Black Arrows, which hit an entire group at once. If the Hunter's critical hit ability works with them (doesn't need to even be that reliable for this purpose), that would allow Hunters to (possibly) critical entire groups. It turns out that there's another way to critical an entire group; there's a musical instrument called the Deathhorn, which a Bard can use to critical a group up to 60' away, so the group critical wouldn't be entirely new. With that said, because of the number of items that can drop in the areas that they appear, Black Arrows, once they appear, are more common than Deathhorns are earlier.
(More in the next post)
In this topic, I will focus on three classes: Hunter, Monk, and Geomancer (not that Geomancers are BT3 only, and hence not yet available in any of the remastered games).
Hunter: Can critical hit, but have poor armor selection. One thing to note is that critical hits are the *only* thing going for them, so a hunter that can't critical reliably is useless (except at really low levels). Therefore, to be balanced, a Hunter needs to be able to critical reliably. In BT1, other fighter-types can reliably one-hit kill enemies for most of the game, so, for balance, Hunters need to be able to as well. In BT2 and BT3, enemies get more HP (especially later in the game), but there is one weapon that makes them obsolete: The Stoneblade, which can reliably petrify enemies. (Maybe the Stoneblade should only work some of the time so that the Hunter has its use?) Also, note that spellcasters get STTO and DEST, both of which can instant kill enemies at melee range, and in BT2, Bards get the Deathdrum (and in BT3, the Deathhorn; more on that later).
One interesting change I noticed in the patch notes, however, is giving Hunters critical hits with ranged weapons; this is something that did not happen in the originals. This has some significant implications, which could result in the Hunter actually being worthwhile. In BT2, with this change, Hunters become the *only* class that can critical at range; it suddenly makes sense to give Hunters the Aram's Knife and just throw it at enemies to critical them from 90' away. In BT3, other classes can get ranged criticals (Chronomancers at 30', Geomancers at 60'), so ranged criticals aren't as much of a game changer, except maybe early on. However, there is one item that looks rather interesting with this change; the Black Arrows, which hit an entire group at once. If the Hunter's critical hit ability works with them (doesn't need to even be that reliable for this purpose), that would allow Hunters to (possibly) critical entire groups. It turns out that there's another way to critical an entire group; there's a musical instrument called the Deathhorn, which a Bard can use to critical a group up to 60' away, so the group critical wouldn't be entirely new. With that said, because of the number of items that can drop in the areas that they appear, Black Arrows, once they appear, are more common than Deathhorns are earlier.
(More in the next post)