First of all, I appreciate dev's hard work to make this a fun server with good RP and interesting dungeons, and the thread is just my two cents on the current pve content after playing a few month in Arelith and played a few classes (druid, paladin, sorcerer, favoured soul, ranger, warlock atm).
Arelith's monsters are designed in a MMO way to have higher ab/ac/hp/saves aka stats bloat. To deal with the stronger enemies, every classes are adjusted in different way to give them better experience with the content.
Martials in general gets perm essence and temp essence to their weapons to increase their damage. And each class has its own niche, like rangers gets high lifesteal per hit, barb's rage is buffed and etc.
Casters has their summons buffed and the recently introduced wands to deal with it.
Warlock and Blackguard imo are two classes that get double benefits from the change. They both get their own offensive ability buffed and also get powerful summon. Warlock gets improved version of Epic Eldritch Blast (12d6 for 3 feat instead of 1d6 per feat), Blackguard is equal to paladin in power, and both class get extra help with the buffed summons.
And The part it fails in my opinion.
For martials, currently they fails in pve when comparing with caster summons, they will need huge amount of investment in gears and consumables to be able to have similar pve capablity with summons, while caster's investment are only like 3 feats, and spell components which is easy but boring to craft (or piety which is almost free, or total free for like warlock).
For casters, there are a few zone of spells that are not adjusted enough that reduce their playstyle diversity.
Blast spells are barely untouched against the stats bloat, doubly by hp bloat and save bloat if its 1/2 reflex or etc. As a result, for slot efficiency a caster cannot afford to fill spellbook with blast spells without frequently rest. An eldritch blast is buffed while a fireball is not, it still does 15d6 like in vanila game, so a wise ppl won't memorize fireball, they memorize summons and buff them.
Save or die spells are barely untouched. Monsters in end game have very high saves, while ppl caster has very limited way to increase their spell DC, so this means all these spells becomes useless in PvE. Wail of Banshee? Nah mobs have 40+ forts that can mostly just ignore it.
This results in the caster experience in general to be very tedious, you summon and buff them and sit there watch your summons tear enemy apart. Of course you can argue that with the introduce of inficasters this is not true, but I'd say this is the fact for old casters like wizard and sorcerer.
At last, I know balance such a big system is not a easy work, but i hope my input can make the game a better experience for all ppls.
How different class deal with Arelith's stats bloat and why it fails in some part
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How different class deal with Arelith's stats bloat and why it fails in some part
Hazard wrote: Doing that on a non-mundane requires constant stops to rest, chugging alcohol whenever your spells start wearing off/get dispelled, and with casters, you're going to get through that dungeon once in the time a 25/5 can get through it 10+ times.