xspeedballx wrote:On topic about monks, I wonder if with their original 50/50 reduction they could have been balanced with a reduction in spell casting ability. Maybe starting with 5 mana? Or having no natural mana recovery(reverse bludtopowa) but get 1 mana per kill(inherent blue bead). In my other post I spoke about flavor, and I am just trying to maintain it in this very fun and unique class, and I feel less of it with the recent change.
The Monk's real attribute that gives him his flavor is the double regen. That's the core thing about him. He was given resistances and low damage to teach people to regen fight, for a lot of people Monk was the first class that strategy paid off with. Which is kinda why we don't want to kill the combination of those elements - there's a larger reason for the Monk to be the way he is... Dropping the magic resist was a neat way to both mirror what players understood about the Berserker and
maintain the tutorial aspects of the class. All the tier 2's have a playstyle learning point to them
xspeedballx wrote:On another note and this is just general, I think a class that gained mana and/or health back on peity gain in some fashion would be really neat. Make you really think about a lot choices as you make them and when.
We messed with this for the Crusader a bit, it didn't feel right with his other attributes (and made Taurog and Tikki far too powerful for him) so we gave him the extra altar instead. We have a bunch of classes that we'd like to add at some point, but we're frozen on new content at the moment. We do want to get this game out eventually