Melee Additions

Matt Firor explained earlier today why some melee classes received additions
Judging from the reaction that they've been getting from some members of the Camelot fan community, I need to address exactly why we gave special abilities to some melee classes (Blademaster, Hero, Mercenary) in the 1.42 patch. Some classes have abilities that they must use in order to be effective - for example, the Berserker's Frenzy ability is one that he must use in order to win certain battles. Frenzy great incrases Berserker damage output, but it comes at a price, for the downside of Frenzy is to significantly reduce the Berserker's defense. Because it has up and downsides, it is on a short timer so it can be used regularly without being abused. We're getting to the point where we want to add special abilities to classes that need some liveliness. These special abilities are for spice, for fun, for a once-in-a-while "get out of jail free" situation. They are NOT added to "make up" for a class's weakness - they are just there for fun and for spice. These abilities have only advantages - they have no disadvantages at all. Because of this, they have far longer timers, so that they cannot be used too much and overbalance the class. Examples of this type of ability are the Mercenary Dirty Tricks, the Blademaster Triple Wield, and the Hero Spirit of the Hunt. We're going to be adding these once-in-a-while special abilities to many classes (and may add more to these as well) as time goes on. Just remember that these are for fun, not to make up any perceived imbalance in the class. And, of course, just because we're adding special abilities to these classes does not in any way mean that we'll never tweak the classes' main abilities again.

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