Volk
Stone
- Joined
- Jan 7, 2014
Been playing the disciple for a while, I love the allocation design. It gives players the freedom to design their characters to their play style and has been hands down one of the best systems I've seen implemented not only for the game but for the population. An amount of invested effort can be seen by how well, or not so well, a player has tuned his character. In a more obvious environment how effective he or she is in combat.
But what about the class, that can't be allocated correctly? No matter how you allocate the stats, you lose one of the edges you either overlooked or thought your new build would make up for. It's an extremely difficult choice, but most so for the disciple.
The disciple is unique in that it has a variety of tools. Across the board it really doesn't have an outstanding characteristic with the standard customary downfall that would describe most classes of your rpg genre. Instead it has a little bit of everything. Moderate self heals, defensive counter abilities, field control, decent melee strength, versatility and survival tools (tumble, safefall, fist of jin); overall is the class with no absolute strength and no clear weakness.
Except for one. A big one.
How do you spec a class that benefits strongly from most of the stats? (charisma aside)
So your choice stats are strength constitution endurance intelligence wisdom.
See the problem here isn't necessarily the design because fundamentally having varying stats according to playstyle is the ideal purpose of the allocation system. But for the disciple it creates quite a problem even for an advanced player. Four stats affect the statistics of multiple abilities. Ontop of that you have to round functionality into this.
Intelligence affects the damage output of Smite, the percentage of returned weapon damage for Seikuken, the distance Force Push moves a target, the radial distance of force pull, and of course your total amount of mana.
Strength affects the damage output of flying kick, force push, force pull, Iron fist, Quivering Palm, and of course overall weapon damage.
Endurance affects not only how much armor can be worn (of in which the disciple starts in negatives understandibly) but also affects stamina regen. A unique detail, but a very hindering one also.
Wisom affects the effectiveness of Chakra, Renewal, Fist of Jin, balance, not only in strength but in distance as well, ontop of it being a must have stat as a heavy mana dependent combatant.
Agility affects the distance of radial reach for flying kick, how many blocks he can tumble, but also movement speed; which means that a lack there of results in being kited heavily in pvp.
A large pain comes from not only being heavily mana dependant, but extremely stamina dependant as well. So automatically to make the class function a substantial amount of points have to be placed into endurance and wisdom. But if wisdom affects mana regen and healing abilities (like the on hit proc of Fist of Jin) and endurance determines how much armor I can wear and the amount of stamina I regenerate (of in which most key disciple abilities are hinged, which starts in the negatives from level one) what is the proper amount of wisdom vs. endurance allocation for proper damage mitigation? No armor leads to a very vulnerable character, no wisdom means an ineffective mana regeneration rate, and just as disabling, an ineffective Fist of Jin? But to put fist of Jin at a reliable mitigation, an obscene amount of points are required to be placed into wisdom.
Another big problem is that the bread and butter damage dealer for the disciple is smite. Which is based on intelligence. Which isn't wisdom, strength, constitution, endurance or agility. Which means my go to damage ability is based Entirely on another stat.
But a disciple needs strength too though! Otherwise his key melee abilities and basic melee attacks aren't effective for dealing damage at all, and results into lengthy fights which a disciple cannot afford due to his costly stamina limitations.
In conclusion, I have found that the Disciple class has the highest D.P.S. in hero craft currently.
Absolutely highest D.P.S.
Greater than all Wizards, Warriors, and Rogues alike.
Yes, the Disciple has an extremely high Decisions Per Second rate while in combat.
Actually, a rather unnecessarily high one; a problem that does need some addressing.
If some of the stats could be lined up to affect the outputs of the abilities better, or maybe have higher costing latter levels of attributes that affect the abilities in increased amounts to balance out the necessity of multiple stats for the hybrid class(es)?
I assumed that this could possibly be a reasonable solution but I would love to hear some feedback.
To those of you who read all of this, thank you for your time and input. I greatly appreciate it.
But what about the class, that can't be allocated correctly? No matter how you allocate the stats, you lose one of the edges you either overlooked or thought your new build would make up for. It's an extremely difficult choice, but most so for the disciple.
The disciple is unique in that it has a variety of tools. Across the board it really doesn't have an outstanding characteristic with the standard customary downfall that would describe most classes of your rpg genre. Instead it has a little bit of everything. Moderate self heals, defensive counter abilities, field control, decent melee strength, versatility and survival tools (tumble, safefall, fist of jin); overall is the class with no absolute strength and no clear weakness.
Except for one. A big one.
How do you spec a class that benefits strongly from most of the stats? (charisma aside)
So your choice stats are strength constitution endurance intelligence wisdom.
See the problem here isn't necessarily the design because fundamentally having varying stats according to playstyle is the ideal purpose of the allocation system. But for the disciple it creates quite a problem even for an advanced player. Four stats affect the statistics of multiple abilities. Ontop of that you have to round functionality into this.
Intelligence affects the damage output of Smite, the percentage of returned weapon damage for Seikuken, the distance Force Push moves a target, the radial distance of force pull, and of course your total amount of mana.
Strength affects the damage output of flying kick, force push, force pull, Iron fist, Quivering Palm, and of course overall weapon damage.
Endurance affects not only how much armor can be worn (of in which the disciple starts in negatives understandibly) but also affects stamina regen. A unique detail, but a very hindering one also.
Wisom affects the effectiveness of Chakra, Renewal, Fist of Jin, balance, not only in strength but in distance as well, ontop of it being a must have stat as a heavy mana dependent combatant.
Agility affects the distance of radial reach for flying kick, how many blocks he can tumble, but also movement speed; which means that a lack there of results in being kited heavily in pvp.
A large pain comes from not only being heavily mana dependant, but extremely stamina dependant as well. So automatically to make the class function a substantial amount of points have to be placed into endurance and wisdom. But if wisdom affects mana regen and healing abilities (like the on hit proc of Fist of Jin) and endurance determines how much armor I can wear and the amount of stamina I regenerate (of in which most key disciple abilities are hinged, which starts in the negatives from level one) what is the proper amount of wisdom vs. endurance allocation for proper damage mitigation? No armor leads to a very vulnerable character, no wisdom means an ineffective mana regeneration rate, and just as disabling, an ineffective Fist of Jin? But to put fist of Jin at a reliable mitigation, an obscene amount of points are required to be placed into wisdom.
Another big problem is that the bread and butter damage dealer for the disciple is smite. Which is based on intelligence. Which isn't wisdom, strength, constitution, endurance or agility. Which means my go to damage ability is based Entirely on another stat.
But a disciple needs strength too though! Otherwise his key melee abilities and basic melee attacks aren't effective for dealing damage at all, and results into lengthy fights which a disciple cannot afford due to his costly stamina limitations.
In conclusion, I have found that the Disciple class has the highest D.P.S. in hero craft currently.
Absolutely highest D.P.S.
Greater than all Wizards, Warriors, and Rogues alike.
Yes, the Disciple has an extremely high Decisions Per Second rate while in combat.
Actually, a rather unnecessarily high one; a problem that does need some addressing.
If some of the stats could be lined up to affect the outputs of the abilities better, or maybe have higher costing latter levels of attributes that affect the abilities in increased amounts to balance out the necessity of multiple stats for the hybrid class(es)?
I assumed that this could possibly be a reasonable solution but I would love to hear some feedback.
To those of you who read all of this, thank you for your time and input. I greatly appreciate it.
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