I feel like there’s alot of stuff that’s missing or on the wrong place(AKA Linker on Scout for example). I created this thread to know if anyone thinks like me or what are their thoughts on how I see the situation. First we have to discuss the split. They could keep the split or mix them back together, but there are a few changes that need to be done no matter what:
-Move Linker to Cleric.
-Move Enchanter back to Wizard, unless reworked.
-Move Alchemist to Scout and adapt it to be less magical, unless it is like alchemy reaches magic, not the other way around.
-If item awakening is just a shop, keep it to alchemist, otherwise move it to enchanter.
-Give Vendetta to Outlaws.
-Move Burrow to Outlaw or Scout. It’d be best to give it to Outlaw.
Why?
Linker has nothing to do with Scout really, but I feel like it’s misplaced on Wizard tree, even if it is a core to some builds currently. Plus, they said that new Scout tree is supposed to Support without being linked to religion or healing, here https://treeofsavior.com/page/news/view.php?n=1534 . Linker links people or monsters through their spirits, and current Spiritual Chain proves it, aswell as does Spirit Shock and Lifeline. How does that not sound religious, or at least, based on Faith? Based on that, I think Linker should go to Cleric, who’s already a support tree, don’t have as much dps as other trees(so they don’t abuse it as Wizards do) and is related to religion.
It just does not make sense to me to give Enchanter to Scout the way they designed pre or pos Re:build. It even has lost its craft scroll ability. And it’s a freaking magical class with nothing to do with being stealthy, attack fast, shoot or even make money aside from ENCHANTED armor shop. Sure they could give them a support class LIKE enchanter and that’s where Alchemist comes in. Alchemist feels like it has no place in Wizard tree, role wise and build wise. Seriously, no one who wants to take Wizard seriously will get Alchemist, it is awful. The other ones are self-explanatory.
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Now if keeping both Scout and Archer:
-Move Wugushi, Musketeer, Cannonner, Fencer(or Matador) and Hackapell to Scout -
This should:
-Balance Swordsman to do what they are meant to do, not attack from afar.
-Fix issues with classes on branches they have nothing to do with.
-Give more classes to Scout tree which is lacking.
-Give less options to Archer classes, which is a bad thing. Must be fixed
introducing new classes. -
The other choice:
-Mix Scout and Archer tree back together, and make Scout the base class.
-Move Oblique Shot to Scout tree so you get a skill that is generic for all
ranged weapons and remove the other one. Daggers, Guns and (Cross)Bows as
initial weapons.
-Move Cloaking to Assassin.
-Move Hackapell to Scout, and adapt Hackapell to use daggers (too). -
This Should:
-Give Scout some choices that were lost since they were split.
-Give Archer classes back their choices.
-Also fix the issue with classes on branches they have nothing to do with.
-Fix the issue with Scout and Archer trees having not enough classes.
These ones I won’t explain, as you guys can imagine why. I think thaumaturge was a good choice, as it can be treated as a body alteration class, which fits the role, since I’m bringing Alchemist in. Regardless of all of that, Ranger and Mergen always gives me a feeling of: Why Ranger, if we have Mergen? The answer would be in ranks and circles, but we don’t have them anymore and this issue need to be addressed.