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One Problem and the Solution for all 32 Classes


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Yes, I am aware there are 33 classes however one of these is a bad joke. The goal of the post is to identify  a problem with each class and propose how to solve it. Most, if not all, of these classes have multiple problems so keep that in mind. Solutions proposed are designed to be as minimal work as possible. No full class redesigns. Each follows a neat format so you can clearly see the identified problem and solution. While you probably wont like all the solutions, if we can at least agree on what problems these classes have we can try to solve them. Even if we cant agree there maybe we can at least start a discussion. There's 33 of these and details are always key when proposing class changes so for this reason this will be a long one. Usually I am against posts this long, as are most people I'm sure, however its 33 small sections. So skip around as needed. Control F is your friend.

Role Designations: I put classes where their kit or description indicated. Some of these could have gone in multiple categories but it only gets one role. This is vital as if we don't know what a class is supposed to do we cant possibly make it do it. The goal of some of these changes is to get the class a niche within a role thus their role placement is important

Disclaimer: any example numbers or percentages are examples don't pick the examples

Tanks

Role Definition: Damage Sponges with some utility

Secutor

Problem: Being a damage sponge is useful but not really a role.

Solution: While redirected strikes is active the lowest health player in the group within 10 meters has a portion of their damage redirected to the knight.

Explanation: This is a tank and while being at the front line and being sponges is their role it relegates them to large scale. No one wants a guy who does no damage and provides less CC than a CC class. If we give them a unique role of assisting their team through damage redirection we can give them a niche in smaller scale and more player skill. Lets be honest, holding block in a door is not fun or interesting. If they can help save less durable group members they could certainly be used in smaller scales and even open the door for less durable DPS classes to be played more frequently.

Fury

Problem: They, like the other templars, are quite often reduced to holding parry for the majority of their gameplay. It makes the class feel bland and boring.

Solution: Change parry to be a 2 second channel with a 10 second cool down. It blocks damage and at the end of the channel you can riposte. The riposte is empowered based on the damage blocked. The fury's maximum health is then increased based on damage blocked.

Explanation: Templars are low skill, always have been. Hold parry and press riposte while hitting divine light on cool down and pull as needed. It's bland and boring. They need some skill added in there. Changing their parry to be a skillful ability and properly rewarding players for their skillful play will make the class feel much more interactive. In this case the Fury is a tank, a properly timed riposte can mitigate big damage and then it rewards you through increasing your health allowing you to stand up front and tank for your team.

Frostguard

Problem: Frost armor is the entirety of their niche and its fire and forget gameplay

Solution: Picking up Frost Armor provides CC immunity and 5 seconds of movement speed for whoever picks it up.

Explanation: This class is a tank competing with Secutor and Fury. They don't have the tankyness of a secutor or Fury so they cant front line very well. They don't have the pull either. Simply put they have only one utility skill, Frost Armor, and its fire and forget. They are not quite as tanky as the other tanks but they are tanky enough to be up there with them just not quite at the front. So they need a utility skill. They need a reason for someone to actually want them. Tank classes are already relegated to large scale sieges anyway so if they aren't as tanky as the other tanks and have less utility then why bring them? If we give them the ability to give Allies CC immunity this opens up group play and allows them to play a vital role. A dps is diving? Boom they are CC immune and able to catch their target. A healer is being focused? Boom they are CC immune and able to run away. This would give them a key role in assisting the raid through their decent enough CC and their unique ability to empower their allies. so they could fill the niche role of tank utility mage. This would also synergize with Shatter storm creating frost armor when hitting enemies. They can throw that into the enemies on the dive and the dps diving can pick it up on the engage. Their kit revolves around the frost armor we should use that.

 

Divers

Role Definition: Tankier than melee dps, less tanky than tanks. Designed to get into the back line and beat on squishies while being tanky enough to help themselves.

Pitfighter

Problem: It does its job too well

Solution: Reduce its damage but a flat percentage, maybe 20%? Or reduce its healing by increasing cool down on Ultimate warrior to 60 seconds.

Explanation: This class is a diving class and it just has everything. 2 leaps, infinite single target slows and boat loads of healing while also putting out solid damage due to it being a champion. To quote many people "You cannot have all of the things". Its so proficient that other characters in this role are not played as Pitfighter  does it better and easier. They need to either do less damage or take a hit to their healing. The proposed change above to their healing is a start but I suspect due to how easy their kit is to utilize bringing it into line with the other divers will require more healing reduction.

 

Battle Rager

Problem: It doesn't properly reward you for playing the berserk mechanic

Solution: A percent of all damage mitigated by berserk is done in an AoE around the myrm at the end of berserk

Explanation: This class doesn't really have a role. It very low damage, its fairly immobile and its very difficult to properly play. Pitfigher does more damage and is more mobile while being less tanky but substantially easier to execute. If its just going to damage sponge take a Secutor its better at it and again MUCH easier to play. The class needs a role. From reading the class its sounds like a front line brawler that's supposed to dive and pressure squishies while being self sufficient. In this case it is competing with Pitfighter. If its going to be less mobile it needs to be able to compete in damage. If we give it a solid AoE burst off of properly playing their class mechanic not only are we rewarding skilled players for playing their class properly we are allowing the class to compete for the role it was designed for. I know they already get damage bonus off of their berserk damage mitigated but if the class has low damage to start with damage bonus isn't really helping. If it can burst of a good berserk then use the damage bonus to finish a target maybe that's something.

 

Sanctifier

Problem: This class is easily kiteable and provides limited utility

Solution: Give Hellfire aura a movement speed increase and give fervor a 360 degree knock back on start of channel

Explanation: This class limits itself to 8 meter range and has a single blink with 24 second cooldown. Their mobility options are limited as they are designed to be a ranged class. To compensate for this they need something additional for mobility. They cant even Flames of truth stun to close distance as it also has a reduced range. Pitfigher has healing, infinite slows, 2 leaps and similar damage if not better. Battlerager has a dash, a pull and berserk healing. This class simply does not have the tools to compete with the other classes at the diving role. It will struggle to keep on the squishies who usually have decent mobility in their kit. It can be the less mobile of the divers that is ok but its needs a unique draw to it. They have hell blast/tornados but those knockdowns are not much given the prevalence of knockdowns among the CC classes. If we give it a large AoE knock back it can dive into the enemy team and provide unique utility: breaking up enemy formations. This is a tool not yet given to a class and is sorely missed as druids used to have a nice push for this purpose. If we can give it a role it might be played and this fits their style. They would be a fairly tanks, low mobility diver with solid single target pressure, a solid AoE control.


CC classes

Role Definition: Classes based on Crowd control to set up kills/peel and/or buffing/debuffing to assist allies or hinder enemies while providing limited other benefits

Barbarian

Problem: This class can chain 5-6 knock downs in a row and they are AoE

Solution: Change Leap to slow or root not knock down and make Neckbreaker 500 Soul power and 2 charges.

Explanation: The is class can store 3 ults use 2 leaps and ult a 4th time all extremely quickly. These are AoE knockdowns and in an environment where CC is much more impactful having a class with 6 AoE knockdowns in a short time is a bad idea. I don't feel like that should be controversial but theres always that one guy who thinks mass CC is good. It is not. 

 

Sentinel

Problem: This is a skillless CC bot

Solution: Reduce CC intensity of all of its CC by 30%. Every third auto gives the knight a stacking CC intensity buff that is cashed out on the next CC. When cashed out the target gets a debuff to their personal damage modifier per stack cash out

Explanation: They made a CC version of the knight by shoving a CC on every skill. While that is effective its not fun or interesting. People just spam the CCs at their enemies on cooldown. If its a CC class we want it to CC to set up kills but we also want them to have to think and plan to do so. If we give them this stacking mechanic they can hold their CCs, stack up and hit a huge CC on one or more targets and set up a burst combo for their group. This gives more skill to the execution and also allows for more group coordination.

 

Conqueror

Problem: Its kit does not have any cohesion

Solution: For each hard CC or whirlwind hit against a target while berserking one stack of a debuff to the targets damage bonus is applied

Explanation: This is a sticky melee character with a bit of CC. The class mechanics allow it to be immune to CC but it the class does not fit together at all. If you are allowing me to be immune to CC most of the fight most people's first instinct is to try to make this a damage class due to high uptime on target. Per the class description "this thoughtful warrior knows the key to winning a fight is to hamper and control your opponents." yet it doesn't get rewarded for playing that way. It has the ability to "control" but no ability to hamper. If we allow it to debuff damage bonus modifiers through CCing during berserk it can be a support character focused on reducing enemy damage output while being rewarded for utilizing their class mechanics.

Arbiter

Problem: This class does not get rewarded for playing its mechanic

Solution: Change the Arbiter passive to heal the group when a CC or debuff is applied.

Explanation: This class is a unique class. A true support character offering a little healing and a little CC and a little debuffing. Becoming a arbiter gives them buffs and debuffs as well as a few CCs. Their Arbiter Passive however rewards them for being hit. This makes no sense. They are told they are a support class but their mechanic doesn't reward them at all for their efforts. If we reward players for hitting their CCs and utilizing their debuffs they should be able to play a unique support role that may not be utilized in 5v5 but can certainly be of use in larger scales as they have some unique support abilities such as, group PHM increase, single target PHM increase and AoE exhaustion.

Vandal

Problem: This class is not impactful enough fast enough to be useable. Also does not have a real role.

Solution: Change back stab to be a root instead of suppress. Kidney shot in addition to stunning and applying the incoming damage debuff will now also apply black mantle scaling on pips spent. 300 per pip.

Explanation: This class is squishy. Assassins are not used in large scale or really even groups because they are so squishy they cannot provide benefits before they are dead or need to run. The goal of this class should be to exit stealth, set up a kill for their team and disengage so they don't die. They can hop in, stun a target with kidney shot and give them a large black mantle and drain their stamina then get out before they die. They can also stay on target and apply black mantle with Shiv. This will set up this class as a CC class with a uniquely large and impactful stun+ stam drain + black mantle combo making them the best class in the game at setting up an important kill.


Ranged DPS

Role Definition: Those who do the red numbers but from Ranged

Fanatic

Problem: Class needs to have sin on a target inorder to really do damage

Solution: Allow Fire Tornados, Hellfire blast and fire wave to apply one stack of sin on hit.

Explanation: This class is really a left click bot throwing fire bolt and magma ball on cooldown for their sin/buff respectively. It needs the sin on the target so it can use absolution. No absolution. They need more ways to apply sin as it gets cleaned frequently or eaten by other confessors. This will allow them to be more versatile in target selection. One gets cleansed they can go to another with a stack or two of sin already on from AoEs.

 

Archer

Problem: This class boils down to left click and rapid fire.

Solution: Landing all 10 arrows of rapid fire gives your next 3rd auto attack double damage.

Explanation: This class's auto attacks are the vast majority of its damage and rapid fire is the only skill that needs to be used. They have AoE skills but why use them? You want AoE you get Alpha or vindi. They are more durable and consistent. Archer is a sniper with the largest range in the game. They should be rewarded for their aim.

 

Radical

Problem: Unmitigated cone damage is bad game design

Solution: Remove true damage from the kit

Explanation: Regardless of its current competitiveness this needs to be addressed. True damage is bad game design. Occasional true damage maybe ok but this is needs to stop

 

Archmage

Problem: This class does not reward well placed shatter storms

Solution: For each ice converted to volatile ice by shatter storm the damage of Volatile ice is increased 5%

Explanation: This class is about bombing pure and simple. It has some single target damage but it is about bombing with volatile ice. We should be rewarding players for hitting a big shatter storm with many volatile ice explosions. It can give the class a lot more rewarding experience if the player's skill is rewarded when performing their primary class mechanic.

 

Stormcaller 

Problem: The essence mechanic is meaningless

Solution: Gain a damage and critical damage increase based on missing essence.

Explanation: The Essence mechanic doesn't provide anything. Its glorified mana. They need to tie a mechanic to it to make it matter, otherwise give stormcallers mana and call it a day. This will make essence management important. Do you sac for essence or do you try and hover at low essence for the increase to your burst damage

Melee DPS

Role Definition: Those who do the red numbers but from Melee

Titan

Problem: Titan passive stacks feel odd as they continually fall off causing very short burst windows especially in small scale.

Solution: Change titan stacks to 1.5%. Give them 50 stacks. Reduce stack up time to 15 seconds. Stacks do not fall off individually but at the same time and the cool down refreshes when each stack is added. OR Whirlwind no longer generates Titan Stacks. Reduce stack up time to 15 seconds. Stacks do not fall off individually but at the same time and the cool down refreshes when each stack is added

Explanation: Titan is supposed to be a ramping character. I take time to get going but once I do I'm here to pump out some big numbers. The current titan passive stacks require so much time on target that It can be hard to stay ramped up. For example if you whirlwind and get all 25 stacks you are good to go for about 20 seconds. But at the end of the 20 seconds you are back to zero. Its a really short ramp followed by periods of very short burst that you then need to time with your berserk which is its own can of worms. If you cant WW or are against one or two enemies you need to auto all the way to 25 stacks. By the time you get there they are already falling off. The burst from Titan should come from the berserk mechanic and timing. There is a lot of skill there with not missing crashes. Let the titan mechanic take longer to ramp up but once its done its done barring some nice kiting from the enemy. This way the class  can feel more consistent. Its tough to be in the middle of your berserk window and lose 20 titan stacks. You have now wasted that window.

Alpha Warrior

Problem: Half of all damage output is from Neckbreaker pretty much nullifying other portions of the kit. Additionally There is no skill in Neckbreaker or really a Cooldown.

Solution: Reduce Neckbreaker to one charge. 800 Soul power. Reduce Neck breaker damage by 10% Increase all other skills by 25%. add 5% neck breaker damage per stack of the Alpha Warrior Passive Power.

Explanation: The goal here is NOT to reduce champion damage overall. Its solid perhaps a tad over powered but the real issue with it is the vast majority is burst with nearly no cool down. You hold left click and leap to get dominance and then auto crit Neckerbreaker and that's it. That's the whole class. Other skills are nice but they spend dominance and when half your damage if from one skill you need those points to auto crit it when its up. The skill is fairly easy to dodge but if you get CCed the champ can't miss. We need to reward players for properly playing their class. I define properly playing their class as following the class passive as thats what the Devs think you should be doing. This would give Alpha solid single target damage with the potential, with good set up and dominance generation/spending, for massive burst and a rewarding gameplay structure. This also has the added bonus of making the ultimate power an ultimate not a 10 second cool down. Though ult regen is a conversation for another time.

Vindicator

Problem: They, like the other templars, are quite often reduced to holding parry for the majority of their gameplay. It makes the class feel bland and boring.

Solution: Change parry to be a 2 second channel with a 10 second cool down. It blocks damage and at the end of the channel you can riposte. The riposte is empowered based on the damage blocked. The Vindicators riposte gets a damage bonus based off of damage blocked.

Explanation: Templars are low skill, always have been. Hold parry and press riposte while hitting divine light on cool down and pull as needed. Its bland and boring. They need some skill added in there. Changing their parry to be a skillful ability and properly rewarding players for their skillful play will make the class feel much more interactive. In this case the Vindicator does more damage based on how well they timed the parry. The class heavily relies on riposte spam for damage so they may need other adjustments to damage but I think we can agree that if we can move away from the hold parry gameplay the class will feel much better to play.

 

Swordsman

Problem: Their mechanic is functions the same regardless of player skill

Solution: Cut the Obliterate bleed to 8 second uptime but same total damage. Make the Swordsmanship passive proc, regardless if it is already up or on cooldown, if a target bleeding with Obliterate is hit with Valiant blow while under 35% health

Explanation: This class is a sticky single target damage dealer. Its role is to stay on a target providing subpar single target sustain damage through bleeds and combo skills and then execute for big damage and finish kills. Their passive is currently RNG. We want to reward the players for playing their role. While they don't do a ton of sustain they need to be able to finish kills. Executing a target but not having enough damage due to no swordsmanship proc can feel bad to play especially as you are at the mercy of RNG. If we give the players an opportunity earn more damage through planning it will feel much more rewarding to play.


 

Healers

Role Description: Those who do the green numbers

Earthkeeper

Problem: Its very squishy

Solution: A stacking mitigation buff is given to the earthkeeper based on essence. The higher the essence the higher the mitigation. Once in essence burn they cannot be healed like normal but now they get a large increase to their healing output while they are burning.

Explanation: Since the dash rework druids have been lacking. They simply don't have the durability to survive the burst/Cc heavy meta. They need a mechanic allowing them to be tankier so they are not the first target every fight. The more skill involved the better. This is where the essence mechanic comes in. Its there but its pretty bland, it doesn't allow much skill. The right answer is always burn essence. Always. This new mechanic would allow you to make a choice, do i allow myself to get to higher essence and hover there so i can be more durable or do I cash out to avoid the essence burn damage. The addition of the essence burn portion is optional but would allow people some big group saving heals for some big risk.

 

Crusader

Problem: Its low skill

Solution: Change the Crusader talent to Every third auto provides a buff that enhances their next heal. Max 2 stacks. Empowered Tend wounds chains to nearby targets up to three with normal fall offs after 1st target. Empowered Illuminate now shields as well as heals. Empowered Flash of light now heals all group members within a radius around the cleric rather than around the enemies adjacent to the target. Empowered Holy Symbol now increases the personal healing modifier of all people inside it in addition to the standard buffs.

Explanation: This class is the lowest of the low skill. Most skills are puddles or just hit everyone in radius. They have tend wounds and flash of light skill shots but lets be honest skill shots in crowfall are not really skill shots. So it boils down to there are no decisions to be made. Hit everything on cool down and block if targeted. Its that simple. There is no mechanic no difficulty. Just press the buttons and do the green numbers. While I am no miracle worker, and lets face it that's what this class needs, I gave it a shot. Due to ability cool downs they spend a lot of time autoing. It provides 0 benefit to them other than ult charge. My solution will encourage them to weave in auto attacks between heals like they do now but provide them a benefit for doing so. Each ability will be enhanced making them choose the order in which they hit their skills rather than pressing them on cool down. This encourages them to space their healing stack buffs and most importantly think before they press their buttons. A non empowered illuminate could be the difference between wiping or winning.

Paladin

Problem: They, like the other templars, are quite often reduced to holding parry for the majority of their gameplay. It makes the class feel bland and boring.

Solution: Change parry to be a 2 second channel with a 10 second cool down. It blocks damage and at the end of the channel you can riposte. The Paladin now heals their group for a percentage of the damage blocked.

Explanation: Templars are low skill, always have been. Hold parry and press riposte while hitting divine light on cool down and pull as needed. Its bland and boring. They need some skill added in there. Changing their parry to be a skillful ability and properly rewarding players for their skillful play will make the class feel much more interactive. In this case the Paladin can now heal the group with a well timed parry heavily rewarding a skillful execution. 

Inquisitor

Problem: Very susceptible to CC due to combo and channel skills

Solution Give CC immunity during fervor channel with a 2 second CC immunity following its completion.

Explanation: This is one of the best designed classes in CF. No question theres very little wrong here. The one issue I see is they REALLY struggle with CC. Their big heals are the Hellfire Shield combo and fervor channel. This class has limited healing tools but the ones they have are fantastic. If they get CCed during one of these casts they really struggle to recover. They are already fairly difficult to play with the pure heart stacking and the ult that removes their ability to heal for its duration. They need the ability to fight in close quarters combat as their hellfire combo heals directly incentivise them playing close with their melee. This would give them a window to execute their healing and give them a nice avenue for counter play with a well timed CC immunity.


Ice Caller
Problem: They have a very small niche.

Solution: Buff healing amount on refreshing ice weave and slap on a HOT if needed

Explanation: This classes small niche is blob healing raids. Throw down the AoE heal ice over and over again and boom a healed raid. Their single target healing is average and once you go to ice caller there's very little reason to use the single target healing ice weave. If we provide real reason to use the one and done single target heal by increasing its healing it may be more competitive outside of the blob healing niche. Rarely do I propose just a straight buff but their unique mechanics are what makes them an Ice caller. We have to play into that and right now the incentive structure does not make it worth it to simply use the one and done single target heal.

 

Stealthers

Role Description: Classes that utilize stealth as a core part of their gameplay

Cutthroat

Problem: This class has no place in the game outside of ganking harvesters

Solution: When hitting an enemy with blinkstep gain a buff for 10 seconds. If you land a kill blow in those 10 seconds you gain a huge heal and damage reduction.

Explanation: I understanding that they exist to kill harvesters but this is a raid v raid game. They need to be able operate in the RVR environment or I am not sure  why they exist. There are many stealth classes even some who can be played in group play. Why take this one? If we give it the ability to get in, finish a target and get out that could make it viable.

 

Brigand

Problem: This is just an assassin copy and paste

Solution: Integrate the bow into the brigand class

Explanation: This is a ranger subclass who does not use a bow. This is like a wizard subclass not using magic. This is a copy paste of assassin. They both have teleports. Both have leaps backward. Both use bleeds. Both use stealth. Both have backstab. The class description reads "A stealthy lurker of the shadows focused solely on melee weapons and eliminating their victims with lethal traps." So.... an assassin? While its not exactly the same its not materially different enough to warrant its own class. If they could utilize the bow as part of the stealth class at least that would be unique. They could also add in tracking and make it some sort of anti stealth stealth class.

 

Vangaurd Scout

Problem: This class has no place in this game

Solution: redesign it

Explanation: This class is designed to be a stealth class that does damage to enemies without them being able to fight back. This is a joke of a class especially in a game with lootable enemies. This is a cheese class that is a cancer to those it fights. Remove it, do us all a favor.


 

Hybrids

Role Description: They overlap with 2 roles.

Dirge - stealther/diver

Problem: This class has an identity crisis. It clearly states its a control tank but that's a damage dealer if I have ever seen one.

Solution: Abandon the "control focused" aspect of this class and make it a mobile single target class. Remove pepperbox root. Remove stun on Lunge. Add a heal on Lunge. buff damage numbers as needed to make this a viable melee dps.

Explanation: The description for this class is "Heavily armored and control focused, this master of the foil is not to be trifled with." I don't see how this is control focused. It has a impale and lunge for single target damage. They stuck a root on pepperbox shot to make you think its a CC class. It is not. They need to move this class toward melee brawler because that's what it is at heart. Its got solid single target pressure, mobility and sustain. Not sure why they want it to be a CC class

 

Black Guard - stealther/melee dps

Problem: a lot of its utility is through bleeds and poisons.

Solution: If the blackguards bleeds or poisons are cleansed then the target gets a small black mantle applied per bleed cleansed

Explanation: This class is a stealther brawler kind of character. It wont do the raw damage to be impactful. It seems to be there to be tanky and spread bleeds. The only issue is cleanses are rampant. Once their bleeds are cleansed what exactly do they do? So to counter their bleeds being cleansed rendering them ineffective they can now provide utility even if this occurs.

 

Slayer - stealther/ranged dps

Problem: This class spams pepperbox on cooldown for their damage

Solution: drop pepperbox damage on capstone to 25%. Each critical hit on rapid fire increases the base damage of the next pepper box by 1.5% up to 75%.

Explanation: This is a stealth ranged kite class. It does solid AoE cone damage due to pepperbox spam however it is just bland. Build pips and spend over and over on pepperbox. Not much to it. While there are some other interesting mechanics on this class they are all on utility skills. None of it relates to how damage is done. If we can incentivize planning and the use of rapid fire for big pepperbox payouts it could add more depth to the class. This could also give the class a unique role of ranged AoE burst damage. Something Crowfall really does not have.

 

Arch Druid - damage/healer

Problem: Essence mechanic is bland

Solution: building or spending more than half of total essence in a row gives you a buff. Building more than half essence gives you a damage buff and spending more than half essence gives you a healing buff

Explanation: This class is premised on switching back and forth between trays yet there is no reward structure for doing so. Sure you build Essence to do damage or spend it off so you can heal but there is no incentive to build or spend essence in any particular way. We want to reward them for switching back and forth. This could create more of a flow for the class. Build to get a buff then flip and spend to get the other buff and repeat. 

Warden - melee/ranged

Problem: Traps are a huge part of the kit but do not synergize at all with the rest of the kit.

Solution: For each trap detonated you get a stacking damage buff.

Explanation: The Warden is all about traps. They their bonuses are Steel Traps and Trap-Master so its fair to say they are what makes the class. Yet they have no relation to the rest of the kit. Warden is a melee ranged hybrid with traps but they don't synergize in any way. Its like they just threw traps on at the end to fill out the class. This at a minimum incentives the player for properly playing utilizing their traps which they should be doing anyway

 

Edited by Balathan
Correction to Sanctifier
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Really good thread/feedback. Just a few quips:

1 hour ago, Balathan said:

Sanctifier

Explanation: This class limits itself to 8 meter range and has no slow or leap on their kit. 

Doesn't Sanctifier have a gap closer/shield ability?

Quote

 

Cutthroat

Explanation: I understanding that they exist to kill harvesters but this is a raid v raid game. They need to be able operate in the RVR environment or I am not sure  why they exist.

There is more to Crowfall than just ZvZ. Not all classes need to be designed for it.

Quote

Vangaurd Scout

Problem: This class has no place in this game

Explanation: This class is designed to be a stealth class that does damage to enemies without them being able to fight back. This is a joke of a class especially in a game with lootable enemies. This is a cheese class that is a cancer to those it fights. Remove it, do us all a favor.

You can fight back with stealth detection, AoE damage, or an AoE damage song. Further, by this logic, the entire stealth mechanic should be removed.

The joke of the class at this point is how little damage it does after having Buckshot changed, and how constrained the talent choices are now. 

Quote

Dirge - stealther/diver

Solution: Abandon the "control focused" aspect of this class and make it a mobile single target class. Remove pepperbox root. Remove stun on Lunge. Add a heal on Lunge. buff damage numbers as needed to make this a viable melee dps.

Explanation: The description for this class is "Heavily armored and control focused, this master of the foil is not to be trifled with." I don't see how this is control focused. It has a impale and lunge for single target damage. They stuck a root on pepperbox shot to make you think its a CC class. It is not. They need to move this class toward melee brawler because that's what it is at heart. Its got solid single target pressure, mobility and sustain. Not sure why they want it to be a CC class

Dirge is very control focused. Impale is one of the lowest cooldown stuns in the game. Lunge and pepperbox shot are also CC, and they now have a blind and exhaust. 

Removing their CC focus would turn them into a mediocre single target damage dealer with underwhelming sustain.

Quote

Arch Druid - damage/healer

Solution: building or spending more than half of total essence in a row gives you a buff. Building more than half essence gives you a damage buff and spending more than half essence gives you a healing buff

This is a really neat idea. 

 

Edited by Alot
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14 minutes ago, Alot said:

Really good thread/feedback. Just a few quips:

Doesn't Sanctifier have a gap closer/shield ability?

There is more to Crowfall than just ZvZ. Not all classes need to be designed for it.

You can fight back with stealth detection, AoE damage, or an AoE damage song. Further, by this logic, the entire stealth mechanic should be removed.

The joke of the class at this point is how little damage it does after having Buckshot changed, and how constrained the talent choices are now. 

Dirge is very control focused. Impale is one of the lowest cooldown stuns in the game. Lunge and pepperbox shot are also CC, and they now have a blind and exhaust. 

Removing their CC focus would turn them into a mediocre single target damage dealer with underwhelming sustain.

This is a really neat idea. 

 

You are correct on the Sanctifier, I missed this when I reviewed it's kit. I have edited the post accordingly.

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