the legit
Private First Class
Yesterday I gave my opinion on Uchiha, now its your turn
I dislike the aim buff since already a part of workers kit.
Really like your proposal of 50/100% resistance buff for adventurers.
The values can be tweaked but the approach is really good.
Working buffs seem fine too, I would say though, a Luck % buff would be more appealing. Being able to get higher rare items is fun (especially cus in addition to new Waupee, they'll be releasing the other Saloon char items too)
I feel like the crit chance suggestion would be very much in favor of defenders , in comparison to attack. Would make attacking impossible.
Defending meta would be tanking face on from towers to attacking starting side.
A crit nerf chance in general is something I would like though.
Duelling level is already limit and controlled by duel motivation. Some people actually want to increase duel level for ranks, as duelling at higher ranks gives more duel xp, so you'd be hurting those people. If one wants to not gain duel level while duelling they already do that and keep duel motiv at 10% and then use the 6 month reset potion. So there is no need to this, and to some would be a negative class trait, which should never be the case.
Speed is somewhat trivial at this point, and, again, that buff would just be significant to the duel radius, which, I am oposed against. I think literally being able to duel someone on the other side of the map is unfair. That class trait was designed to be able to duel people in the proximity not everywhere. I think it warrants a nerf actually.
Dodge suggestion is fine, I prefer the appearance buff and giving dodge to adventurers but the bottomline is the same, a buff.
Experience suggestion is too OP. It is fine as currently stands. If anything i would say:
Experience from duels, FF and town building 10%/20%.
Not jobs though.
The hp while being attacked buff is interesting, although I feel hard to implement. As stated before, the hardened buff of reflex/toughness buff seems in my opinion easier to implement, understand and function.
10% alone sector buff I dislike. I don't think workers need to change in FFs , if you want to buff them just revert the last nerf to them and bring them back to 25/50% instead, quick and easy. Don't think workers need a nerf or buff atm.
Also don't think the soldiers need a buff coming from the workers class perks.
I understand the regen suggestion as capping off for every fort fight requires daily usage off health buffs pretty much.
With that said, the regen buff also gives even more Survivability to soldiers while working, when they already have the extra hp which serves the same purpose when getting duelled. So I am not sure about this, don't know if I agree or disagree.
Don't really feel Soldier needs buffs in FFs as it currently stands, a nerf to damage would already buff tanks which is what I feel needed.
In duels the tactics buff is already overpowered, the extra hp is also incredible. Giving soldier yet another duel buff is bad (and I main a soldier).
I already think tactics need a nerf.
Adventurer:
In Fort Fights, your aim is increased by 15%. /30%.
In Fort Fights, if alone in sector, your resistance is increased by 50%/100%.
Speed 50%/100%.
Chance to get product increased by 25%.
If you get hurt at work, you earn 50% more money.
I dislike the aim buff since already a part of workers kit.
Really like your proposal of 50/100% resistance buff for adventurers.
The values can be tweaked but the approach is really good.
Working buffs seem fine too, I would say though, a Luck % buff would be more appealing. Being able to get higher rare items is fun (especially cus in addition to new Waupee, they'll be releasing the other Saloon char items too)
Duelist: no dueling from distance.
In Fort Fights, you have chance 4%/8% for crit rate. Your chance to crit is 10%/20% if on your own tower.
Your speed on map is increased by 25%/50%.
Your dodge is incread by 10%/20% during duel.
Your dueling level grows 25%/50% slower.
I feel like the crit chance suggestion would be very much in favor of defenders , in comparison to attack. Would make attacking impossible.
Defending meta would be tanking face on from towers to attacking starting side.
A crit nerf chance in general is something I would like though.
Duelling level is already limit and controlled by duel motivation. Some people actually want to increase duel level for ranks, as duelling at higher ranks gives more duel xp, so you'd be hurting those people. If one wants to not gain duel level while duelling they already do that and keep duel motiv at 10% and then use the 6 month reset potion. So there is no need to this, and to some would be a negative class trait, which should never be the case.
Speed is somewhat trivial at this point, and, again, that buff would just be significant to the duel radius, which, I am oposed against. I think literally being able to duel someone on the other side of the map is unfair. That class trait was designed to be able to duel people in the proximity not everywhere. I think it warrants a nerf actually.
Dodge suggestion is fine, I prefer the appearance buff and giving dodge to adventurers but the bottomline is the same, a buff.
Builder:
Experience from jobs, duels, FF and town building 10%/20%.
If attacked while building in town, your HP is increased by 100%/200%,
In Fort Fights, your dodging and aiming is increased by 20%/40%. You will get additional 10% extra bonus if alone in secotr.
In Fort Fights, your soldier neighbour gets 10%/20% bonus from your setting traps/hiding.
Experience suggestion is too OP. It is fine as currently stands. If anything i would say:
Experience from duels, FF and town building 10%/20%.
Not jobs though.
The hp while being attacked buff is interesting, although I feel hard to implement. As stated before, the hardened buff of reflex/toughness buff seems in my opinion easier to implement, understand and function.
10% alone sector buff I dislike. I don't think workers need to change in FFs , if you want to buff them just revert the last nerf to them and bring them back to 25/50% instead, quick and easy. Don't think workers need a nerf or buff atm.
Also don't think the soldiers need a buff coming from the workers class perks.
Soldier:
Your regeneration is increased by 30%/60%.
HP the same
In Fort Fight, your leadership is increased by 35%/70% for you and your neighbours.
In Fort Fights, your waepon dmg is increased by 20-40 / 40-80. This bonus can be combines with other buff for dmg.
In duels, your aim gets 10%/20% increased if attacked.
I understand the regen suggestion as capping off for every fort fight requires daily usage off health buffs pretty much.
With that said, the regen buff also gives even more Survivability to soldiers while working, when they already have the extra hp which serves the same purpose when getting duelled. So I am not sure about this, don't know if I agree or disagree.
Don't really feel Soldier needs buffs in FFs as it currently stands, a nerf to damage would already buff tanks which is what I feel needed.
In duels the tactics buff is already overpowered, the extra hp is also incredible. Giving soldier yet another duel buff is bad (and I main a soldier).
I already think tactics need a nerf.