Let's break this down:
I. Weapon Changes
1. Light Hammer buffed. Fine, but please nerf the Gnome hammer to compensate.
2. Light Flail nerfed to small size. Disarms now more problematic. Remains unviable as a finessable weapon due to inability to dual-wield.
3. Heavy Flail buffed to 3d6, resulting in the highest base damage in the game. Better than all other two-handed weapons, with the possible exception of:
4. Falchions added, functionally scythes as a martial-tier weapon. Weapon diversity greatly reduced.
5. Greatsword vs. Greataxe numbers adjusted for no benefit. Greataxes go to 3d4 (instead of 1d12), putting them 0.5 damage ahead of Greatswords rather than 0.5 damage behind. Balance paradigm does not shift; just needless changes, possibly confusing new players.
6. Naginatas added, enabling the Monk/WM niche once again, despite having removed katana synergy before for precisely that reason. Now has +2 AB, too!
7. Wakizashi potential buff to Monks, Spellswords, and Casters. Hard to say without details.
8. Addition of the Heavy Mace, Maul, Light Pick, Heavy Pick, and Sai is fine.
Net changes:
- Weak weapons nerfed
- Some decent weapons overbuffed
- Diversity significantly reduced
- Needless changes added to confuse new players
- Monk/WMs re-enabled less than one month after removal
II. Lore & UMD
1. Using high level scrolls now prohibitively expensive for most classes. Summons, Greater Sanctuary, and Timestop no longer have ready counters.
2. HiPS also significantly buffed due to True Seeing scrolls being less accessible.
3. Tactical options for mundane classes narrowed down to "point and click" (only slight hyperbole).
4. Many player merchants lose hundreds of thousands of gold overnight (i.e. scroll demand plummets).
5. UMD requirements buffed by 5. Utterly meaningless as a balancing tool. Only serves to confuse new players.
6. Class tier list shifts to look something like this:
Code: Select all
S-Tier: Caster PM, Druid, Fiendlock
A-Tier: Battlecleric , Caster Cleric, Wizard, Sorc, Spellsword, Shadow Mage, Bard
B-Tier: Divine Archer, Shadowdancer, Melee Ranger, Paladin, Ranged Ranger, Arcane Archer
C-Tier: Weaponmaster, Rogue, Assassin, Monk
D-Tier: Barbarian
F-Tier: Shifter
On a smaller note:
7. Lore more prevalent on classes with oodles of skill points. Life harder for pirates.
Net changes:
- Non-caster, non-divine classes universally dumpstered
- Mundane classes deprived of tactical complexity
- Three years of balance thrown in the toilet to satisfy artistic whims
- Needless "got'cha" added for new players
- Don't play a pirate!
III. Feat Changes
- Knockdown moves from drifting out of meta (due to recent discipline inflation) to being downright unreliable. Another buff to low discipline builds (read: casters).
- Pure Healers now immune to Knockdown for all intents and purposes (Knockdown cooldown into -respite into sanctuary renders Knockdown completely ineffective.)
- All casters can consider dropping ESF: Discipline for another epic spell now.
- Direction of Disarm is largely fine.
Net changes:
- Massive nerf to a feat that didn't need it in the current meta
- Casters significantly buffed
- Disarm is a step in the right direction
IV. New Classes
1. Commoner and Specialist added, encouraging "social" roleplay at the expense of adventure and intrigue.
Net changes:
- Social roleplay styles encouraged
- Complete reversal of Arelith's previous commitment to keeping PCs active and doing things
V. Class Changes
1. Knight now scales with Persuade as well when casting "Fear". Not a balance issue, but thematically problematic.
2. Paladin slightly nerfed.
Net changes:
- Thematic issues aside, nothing significant.
- Caveat: I haven't explored Harper Scout options yet.
VI. Spell Changes
1. Avascular unnerfed, restoring mages to god-king status. (Despite the spell having been in a good spot before this update.) One hit is brutal; two is almost certain death. Also thousands of damage to mobs.
2. Iceberg deals IGMS tier damage in an AoE and disables. Yikes.
3. Freeze is fine provided it can be immunized against.
4. Disrupting Hand is useless (i.e. Concentration tends to hard outscale spell DCs), Sound Lance is useless (i.e. Fireball-tier damage on a single target), Finger of Agony is useless (i.e. lackluster damage and lackluster disabler in one lousy package).
Net changes:
- Mages gain a couple ridiculous options, including the return of (more or less) unnerfed Avascular.
- Freeze is OK.
- Other spells need help.
VII. Summary
Good Stuff:
- A handful of balanced new weapons.
- Good direction for Disarm.
- Freeze an interesting new spell.
Bad Stuff:
- The complete, and utter destruction of three years of balance.
- A worrying push toward socialet roleplay on a server that ought to encourage activity and conflict.
- Everything else. Really. Everything else.
How did we even get here?