PDK feedbacks (and kudos!)
Posted: Thu Apr 23, 2020 2:17 pm
Hey!
So I've been playing the crap out of the PDK (Valiant) class, and wanted to give my feelings on it.
Overall:
- My player experience and feel is to be both a cheerleader, a babysitter and a protector. That feeling works well, so that alone is a huge success from the designer behind it.
- The "spammable" abilities don't feel overpowered, make you do stuff in combat, but are clearly useful (aside from 1, more on that later). Balance seems right between uptime and down time of these abilities (there's one exception).
- Captain obvious: class is underpowered in solo compared to the investment, but given that's not meant to be played solo... that's a moot point.
- All in all it has been fun, I felt it was on the spot most of the time, a new way of playing, and most importantly the game design mechanics feel thematically connected to the fantasy and make you feel like you are indeed a protector, so yes, congratz!
A few suggestions / points where I feel it's not quite perfect just yet:
- Fear: takes a full turn, big cooldown (if not vanguard), effects completely negligible if not vanguard, and just barely interesting if vanguard. What's worse is that to have reliable CD you need skill investment.
- Oath of wrath: very sweet ability. The built-in taunt really makes you feel like you can save someone's butt from far away, but the high cooldown makes it so you really wait for big reasons to use it, rather than really use it when you should (eternal opportunity cost problem that all gamers know with consumables). I would advise reducing the cooldown to 2 or 1.5 turns. If you feel the side effect from path will make it overpowered, then i would advise decoupling the taunt from oath of wrath, to allow for better manipulation of the battlefield. Maybe add a taunt that has relatively low cooldown, but also only lenght a handful of rounds not a turn. Note: and no, -guard is not a replacement for a taunt, there's many configurations where -guard can't do anything for you, hence the ranged-taunt.
- Range of final stand: the "huging" range make it somewhat useless in a group config, or to help someone not hugging you when they most need it, by the time you get closer, and take your round casting, the guy has a fair chance of dieing. Would advise bumping large area to colossal. I'm speaking from the perspective of a valiant. Now of course a colossal one round immobilize from a vanguard can be very strong, but then again vanguards seem (on paper, haven't tested) to have the short end of the stick. Buffs last from mob to mob, debuffs die with the mob, so i just don't see the vanguards being competitive aside from bossfight scenario, which is super niche.... so bumping final stand's area wouldn't be a problem for vanguards, and kill two birds with one stone (or contribute to).
- Last but not least: scaling. I fear scaling to be pretty meh, as a valiant at least. While for most things you can do it will shift to "awesome boost!" to "decent boost!", i feel final stand is the biggest offender. The scaling of it, even more as a valiant, is really bad. I would advise an overhaul of how the heal and/or the regen is calculated. Maybe the regen could use character level (as you're already 10 pdk to get to it), for the heal, % health means that it gets more and more negligible for high con/HD characters, I would shift that to a flat value (=1d8 per missing xxx life (10?15?20?)).
Here you go! Congratz again on the PDK, when it first came out i was like "urgh... sounds boring", but played in duo/group it's very much fun!
Cheers, hope that helped.
So I've been playing the crap out of the PDK (Valiant) class, and wanted to give my feelings on it.
Overall:
- My player experience and feel is to be both a cheerleader, a babysitter and a protector. That feeling works well, so that alone is a huge success from the designer behind it.
- The "spammable" abilities don't feel overpowered, make you do stuff in combat, but are clearly useful (aside from 1, more on that later). Balance seems right between uptime and down time of these abilities (there's one exception).
- Captain obvious: class is underpowered in solo compared to the investment, but given that's not meant to be played solo... that's a moot point.
- All in all it has been fun, I felt it was on the spot most of the time, a new way of playing, and most importantly the game design mechanics feel thematically connected to the fantasy and make you feel like you are indeed a protector, so yes, congratz!
A few suggestions / points where I feel it's not quite perfect just yet:
- Fear: takes a full turn, big cooldown (if not vanguard), effects completely negligible if not vanguard, and just barely interesting if vanguard. What's worse is that to have reliable CD you need skill investment.
- Oath of wrath: very sweet ability. The built-in taunt really makes you feel like you can save someone's butt from far away, but the high cooldown makes it so you really wait for big reasons to use it, rather than really use it when you should (eternal opportunity cost problem that all gamers know with consumables). I would advise reducing the cooldown to 2 or 1.5 turns. If you feel the side effect from path will make it overpowered, then i would advise decoupling the taunt from oath of wrath, to allow for better manipulation of the battlefield. Maybe add a taunt that has relatively low cooldown, but also only lenght a handful of rounds not a turn. Note: and no, -guard is not a replacement for a taunt, there's many configurations where -guard can't do anything for you, hence the ranged-taunt.
- Range of final stand: the "huging" range make it somewhat useless in a group config, or to help someone not hugging you when they most need it, by the time you get closer, and take your round casting, the guy has a fair chance of dieing. Would advise bumping large area to colossal. I'm speaking from the perspective of a valiant. Now of course a colossal one round immobilize from a vanguard can be very strong, but then again vanguards seem (on paper, haven't tested) to have the short end of the stick. Buffs last from mob to mob, debuffs die with the mob, so i just don't see the vanguards being competitive aside from bossfight scenario, which is super niche.... so bumping final stand's area wouldn't be a problem for vanguards, and kill two birds with one stone (or contribute to).
- Last but not least: scaling. I fear scaling to be pretty meh, as a valiant at least. While for most things you can do it will shift to "awesome boost!" to "decent boost!", i feel final stand is the biggest offender. The scaling of it, even more as a valiant, is really bad. I would advise an overhaul of how the heal and/or the regen is calculated. Maybe the regen could use character level (as you're already 10 pdk to get to it), for the heal, % health means that it gets more and more negligible for high con/HD characters, I would shift that to a flat value (=1d8 per missing xxx life (10?15?20?)).
Here you go! Congratz again on the PDK, when it first came out i was like "urgh... sounds boring", but played in duo/group it's very much fun!
Cheers, hope that helped.