WhyN0t
Master Sergeant
For many years, the adventurer has been the weakest class in the game. Not only at the fort, but in general, but at fort battles is the biggest problem. Not only his bonus is very weak, but it's also frustrating, because the first to shoot are the duelists with the highest leadership (usually the ones with the highest ups), then the character bonus comes in if you're lucky not to be KO. So you don't really dodge much (if any). There is also the risk of fainting your teammates if the bonus comes too early. There were all kinds of proposals, some made by me, but nothing was implemented. Some have suggested increasing resistance, but that wouldn't change much when duelists shoots you (most of the time when you hold a sector), but it would be very frustrating for tanks to do very little damage. I have previously proposed a reduction of damages greater than a certain amount by a certain percentage. I don't know the exact formula anymore, but I exposed it here in another post. Others have proposed immunity from critical hits. These proposals, although they can be very effective, can be difficult to implement (as far as I understand we have only one developer and this one part time). So what do I propose now? Increased defense (chance of dodging) at the fort. Just as workers have + 20/40% attack / defense, the adventurer could have + 30/60% defense. It would not be too good to keep sectors, because the current character bonus only comes after you receive at least 2 hits (usually about 4). So the dodges do not influence the current bouns and do not make it OP. What do you think? Is it an easy fix for adventurers in Fort Battles? For the duel he would receive 25/50% appearance bonus and instead of being able to sleep for free up to level 2/4 hotel he could receive a bonus of 50/100% regeneration