I like to think of the three build types as Rock, Paper, and Scissors.
Rock = Strength Builds, Foot Fighter or Mounted Combat usually
Paper= Intelligence builds... in other words, Mages
Scissors= Dex builds... in a perfect world we would be talking Archers or light fighters, but this game doesn't go by those rules, so lets just call them Archers/Mounted Archers.
The above is only used as examples in 1v1 combat. If you expect multiple combatants, then apply it in a more strategic way, such as rocks up front to take brunt, scissors and paper in back to offer cover fire and support.
So I suppose the problems I see are in Paper mages having way too much inhibition as it is now. It is foretold that one day, great magics will come to them, making the playstyle more viable and leading their way to the promised land... but that is much too long after persistent release to be good for the game's long-term health. The spells in the game now are not viable for healthy teamplay. Right now, the only support spells that are worthwhile are Lesser heal, Greater heal, and sometimes Resurrection. If anything, spiritism became overly complicated for something that offers really nothing to the benefit of the rest of the game outside of the Ether itself.
Scissor players also have it a little rough... Not as many would think, but because there is no actual niche for them. As it is now, they are simply another off-shoot from Strength base players. Bows do not require dexterity for anything related to their utilization, and armor types are a moot point at the moment. Yes, Stamina regeneration and mana regeneration are affected by armor weight, but there is honestly little benefit to wearing lighter armor other than that at the moment. Medium armor fighters are not a thing, mostly due to there really being just 1 medium armor in game... And what's the point? It's quite literally a stepping stone between padded to Plate armor. 1 handed weapons have no great advantage in any way at this time, other than wearing a shield, which most people argue is hardly worth doing, and I agree. We need Dex fighters as well as Dex archers.
Rock is fine. There's a reason most people end up settling with them after trying mage. Rock also somehow holds onto the best archery styles, so that's kinda odd too. Tanks, berserkers, and meatheads with a cry for battle in tight spaces, these guys shine beyond others in this. It is by far the easiest solo class due to the ability to take many hits and keep dishing out massive blows, one. by. one. They do not need a nerf, by no means. The other play styles just need more viability to coincide with the Rock players.
Opinions?.. Constructive ones maybe?
Rock = Strength Builds, Foot Fighter or Mounted Combat usually
Paper= Intelligence builds... in other words, Mages
Scissors= Dex builds... in a perfect world we would be talking Archers or light fighters, but this game doesn't go by those rules, so lets just call them Archers/Mounted Archers.
- Rock is special because when it can make it to paper or scissors, they can dominate that fight within range. They can take a good few arrows from scissors, and as long as they can manage to get close, they can devastate the opponent. Rock's expected weakness would usually be Paper, but Paper currently has way too many inhibiting factors that leaves it incredibly vulnerable... I.E. Immobility for charging spells, and bad hits-scan for landing spells. How do you fight that which cannot fight back?
- 2.Paper would usually be expected to deal damage that can somewhat penetrate armored opponents from a distance, but that distance is easily filled between 1-2 spell charge times in most situations. Paper will always lose on foot. On mount is another story, but that should be a sub-class style, not a requirement.
- 3 Scissors can only defeat rock by keeping them beyond arm's length, which they can often do by running while charging their bows, or riding a mount. Scissors are usually used to cull the Paper players, which they slice right through them since most of the time a paper player, if they wish to have a hand in combat, does not move... making them easily susceptible prey... too easy.
The above is only used as examples in 1v1 combat. If you expect multiple combatants, then apply it in a more strategic way, such as rocks up front to take brunt, scissors and paper in back to offer cover fire and support.
So I suppose the problems I see are in Paper mages having way too much inhibition as it is now. It is foretold that one day, great magics will come to them, making the playstyle more viable and leading their way to the promised land... but that is much too long after persistent release to be good for the game's long-term health. The spells in the game now are not viable for healthy teamplay. Right now, the only support spells that are worthwhile are Lesser heal, Greater heal, and sometimes Resurrection. If anything, spiritism became overly complicated for something that offers really nothing to the benefit of the rest of the game outside of the Ether itself.
Scissor players also have it a little rough... Not as many would think, but because there is no actual niche for them. As it is now, they are simply another off-shoot from Strength base players. Bows do not require dexterity for anything related to their utilization, and armor types are a moot point at the moment. Yes, Stamina regeneration and mana regeneration are affected by armor weight, but there is honestly little benefit to wearing lighter armor other than that at the moment. Medium armor fighters are not a thing, mostly due to there really being just 1 medium armor in game... And what's the point? It's quite literally a stepping stone between padded to Plate armor. 1 handed weapons have no great advantage in any way at this time, other than wearing a shield, which most people argue is hardly worth doing, and I agree. We need Dex fighters as well as Dex archers.
Rock is fine. There's a reason most people end up settling with them after trying mage. Rock also somehow holds onto the best archery styles, so that's kinda odd too. Tanks, berserkers, and meatheads with a cry for battle in tight spaces, these guys shine beyond others in this. It is by far the easiest solo class due to the ability to take many hits and keep dishing out massive blows, one. by. one. They do not need a nerf, by no means. The other play styles just need more viability to coincide with the Rock players.
Opinions?.. Constructive ones maybe?