Sunday, 12th March 2023, 04:39 by Nekoatl
My opinion was that any of the three choices could be optimal depending on the player's build, varying somewhat depending on tactical considerations. Hexer ancestors are nice partners for stabbers, especially for those that didn't want to learn hexes themselves, but were less helpful against enemies that were immune to magic or mindless or whatnot. The mage provided nice ranged backup for meleedudes, especially in single-tile wide corridors where the mage could stand safely behind a well-armored player, but tends to draw attention through noise, so it really works best with tanky players, and also, some of their spells were lacking in range, encouraging the player to lure monsters around corners. The knight was, IMO, at its best when soaking damage with a guardian golem for support (preferably while firing a ranged weapon through it), and it still is after the nerf... it's melee damage was a nice bonus, but it was never significant enough to carry a player who wasn't capable of fighting on their own, nor did I find it to be so powerful as to motivate me to choose it over the other options when playing characters for which those options were well-suited. I don't really mind the nerf, though, because I never picked the knight for its melee damage output in the first place.
I'm also of the opinion that all ancestors are disappointing at first and only gradually become good enough to justify Hep's max HP penalty. I don't feel like the knight is unique in that respect.
- For this message the author Nekoatl has received thanks:
- petercordia