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Post Class Rebalance: Recon Focus
What are the goals of the Class Rebalance?

I'm sure you've heard it before, or maybe even thought it, "Berserker sucks without modstacking!", "Speed Demon's evasion device is OP!", or "Gunner needs more single target damage!". Our goal with these changes is to make sure that classes accross the board are fun and viable in a variety of situations. As such, we're willing to look at everything including Focus Skills, Class Skills, Sub Skills, Adv Class Sub Skills, and Class specific super items/mechanics.

Here are a list of the high level goals we have while doing these class rebalances.

  • Reaffirm the role and general abilities of each class without regard to how that role is achieved.
  • Approach relative strengths of each class from a top-down perspective and bring the different classes more in balance with each other, while allowing each class to still be able to do everything to some extent.
  • Rebalance aspects of the game which are so powerful because of certain classes that they ruin other classes in some way or make certain aspects of the game useless to other classes.
  • Examine potential changes to the class trees on a class-by-class basis.
  • Adjust other facets of the game at the same time since this will be a good opportunity (Out of combat regeneration, cloaking/visibility/radars, adjusting resistances, adjust damage types, etc.)

With that out of the way, let's get to the specifics. What are the classes supposed to be like? What theme are we looking for?

Recon Focus

  • Strategically strong.
  • Fast.
  • Focus on scouting and doing hit & runs.
  • Good escapes, good burst damage.
  • Good at focusing down a target that isn't too tanky very quickly.
  • Can engage without getting shot.
  • Recon can debuff targets.

Speed Demon

Fastest class. High burst damage, great escape.

  • Strategic Role: fast, good scouting, deploy warp beacons.
  • Squad Role: Chasing down fast enemies, bursting down adds before they can be a problem.
  • Solo Role: Can move around quickly, can burst down individual targets quickly. Can duck in and out of combat via speed and distance. Fly in, kill one target, fly out, and prepare to kill the next one.

Seer

Stealthy class. High burst, high crits, great escapes in certain places, good crit debuffing.

  • Strategic Role: Scouting, ambushing. Like a submarine. Deploy warp beacons.
  • Squad Role: Bursting down adds, debuffing enemies.
  • Solo Role: Can choose when are where to fight. Ambush AI and kill them one at a time, disappearing and healing up between kills.

Feedback

How do you feel about these classes, and this Focus? What's your take on the roles we have listed above? What are issues you have noticed? What are things you like? Try to answer these questions in specific context to the different "stages" of the game below:

  • Early game (Before you have leveled all of your class skills)
  • Mid game (After you have leveled all of your class skills)
  • End game (After you have acquired almost all of the gear, augmenters, super items, and bonuses/modifications needed to tweak the class to your preference.)
  • Wild Space PvP

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Wed Jun 19, 2019 12:30 pm
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Post Re: Class Rebalance: Recon Focus
Recording of the Open Forum hosted this morning:

https://youtu.be/8DL6smsrt6M

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Wed Jun 19, 2019 5:35 pm
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Post Re: Class Rebalance: Recon Focus
MasterTrader wrote:
Seer
  • Strategic Role: Scouting, ambushing. Like a submarine. Deploy warp beacons.


Some games take on submarines in terms of balance involves
  • fog of war while submerged
  • a cost involved to surface / submerge and
  • limited if any offensive capabilities while submerged

Correct me if I'm mistaken, but to me seer feels more:
  • increased vision regardless of cloaking status
  • no direct cost to change status of cloak (yes, some upkeep cost while engaged)
  • offensive capabilities always available regardless of cloaking status; may cause cloak to be ineffective while in use

The submarine analogy doesn't seem too close to seer imo. Maybe if there was an additional sub-layer in game space that seers could phase in / out of it would be closer, eg. only solar bodies and other objects in the sub-layer visible to an entity currently in the sub-layer. there are other ways this could be implemented. idk how closely to the analogy you want to go.


Thu Jun 20, 2019 3:41 am
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Post Re: Class Rebalance: Recon Focus
We do have a tentative plan in regards to cloaking and vision mechanics, you could expect Cloaks to always drop your visibility to a set number and the cost of using the cloak would depend on what your visibility was prior to activating it. This would mean Seers would by default have more efficient cloaks. At the same time, the cloak would be turned into something that you cannot engage in hostile actions from within, and you would not be able to immediately toggle it back on after engaging in a hostile action with another player.

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Tue Jun 25, 2019 8:55 am
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