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[kTERA]GM Note: Sorcerer revamp explanation and improvement notice

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Comments

  • KetiKeti ✭✭
    edited August 2016
    Quality of life doesn't restrict a class's skill ceiling, if anything it just makes them better designed. A lot of old classes have some fragment of power loaded into redundant or crappy skills. Just look at Archer with their two slow arrows, two slow traps, two stun traps, two identical staggers and useless poison arrow, incendiary trap. Maybe if they combined some of these skills and made them more accessible, there'd be room to give them more buffs/interesting new cacapabilities. As of now Archer isn't that hard, but to be really great you have to wade through all the fat to learn the situational uses for some of their worst skills, this doesnt raise the skill ceiling, just slows the learning process without adding actual depth. To make matters worse traps are invisible now so most of the strategic depth they had has been reduced to a shell game.

    And really a lot of new classes have the same intricacies, just loaded onto other skills instead kept on as a skillbar stretcher. For example with reaper using invis roll as an iframe or cancellation of shadow burst startup as a sort of parry for kds and staggers.
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