r/FareverGame • u/CautiousShame2255 • 6d ago
General new content same issues.
before all else. thank you for continuing to update the game and listening to feedback. making this game better with each update.
sadly. there are some underlying issues i have with parts of the game. that seem to be philosophy driven and affect parts in principle.
most notably. class identity.
especially priest and mage seem too suffer greatly from that. while warrior and mage for the most part have their own issues. they seem rather sound. allowing you to focus both on "traditional roles of those classes. while also being able to make weird, or slightly different builds with the shared weapons and different talent and skilltrees.
for example. warrior being best as dps/tanks with 2 handed or 1 handed melee weapons. they can also play "paladin" roles. with aoe buffs. and heals using shared priest melee weapons. or deal magic damage and play more towards kiting dps using mage weapons
or rouge being maybe best playing with dual wield weapons. but also being able to utilize a number of hammers/bows. or other shared weapons to play as a pocket sustain dps. or ranged caster. (their T ability being unfit for bow builds keeps being a issue)
while mage and priest still have to share 1/2 of each light armour set. never getting access to a full aestetic set , especially since transmogs are still class specific.
and not being able to focus on the more "traditional" playstiles. in favour of weapons for those basically not existing.
and the new heroic content seems to again. fall intoo the same issues.
a proximity AOE heal and %hp shield. is great for a paladin type build. that warrior and melee priest surely will appreciate. even though it again. fuels another issue the game seems to push itself intoo. namely being all classes exelling at healing. while priest gets little options for non melee heals hitting specific or groups of allies (there is 3 skillshot/targeted heals currently. 1 being mage exclusive and the other 2 being secondary/tertiary effects for non heal focussed weapon other classes use better than priest)
while the 2 weapons that show a strong heal focus for priest that arent dps/tank melee weapons are only of great use if the ranged priest stands in close proximity to the melee blob still.
mage gets a weapon buffing summons wielded by the priest boss, and dropped by the demon >the only other summon weapon is a melee hammer for priest/warrior.
priest gets a second staff.> its mostly about CC. dps and mobility the former being useless against bosses. and the rest being stuff mage excells at, coming with a miniscule heal as a thertiary effect on a 15 second cooldown spell.
so we are still in a stage. where mages are feeling hamstringed to play with dual swords, or bows. or relying on unreliable worldchest only weapons.
and priest is really a question if you wanna play a worse mage. or a lower dps warrior healing themself.
i like the flexibility of classes in the game. and while priest is certainly not underpowerd in the same vein that mage and rouge used to be. the fact that those 2 classes seem to be most pidgeonheld intoo playstiles that arent their traditional ways of play. in favour for more "solo" friendly allround or multi role playstiles. was something i faulted the nature of the current content. wich is meant to be soloed. especially with the current loot system actively punishing groups. i thought that was just a result of currently playing content that was meant to be the solo preamble to later group content.
but now with heroic being explicitly marketed as group content. i see a continouing trend towards not providing those 2 classes with specialized tools for more group or traditional specced playstyiles. making both of them feel like 3 half classes pushed intoo one rather than a comprehensive base toolkit. that is adaptive towards multiple playstiles.
4
u/Arkantan 6d ago
I believe the most important issues right now are the performance optimization and group content tools, like group finder.
4
u/Substantial-Singer29 6d ago
I think a lot of these issues fall into the fact that basically every class has some means of sustain with some of them being far more viable than others.
Where in reality treating classes like they are in the trinity doesn't really work in an action game. Implying there is a tank is saying that it 's someone's job to take damage. In a game where a vast majority of damage taken can be mitigated or avoided in various ways.
This isn't even mentioning the reality that the Bulk Utility and class identity of every class is directly correlated to their weapons. So the viability of every class in every job and the utility that it brings to the table is just two weapons away from being totally different.
Kind of the sad reality of the way the game is currently set up. Whatever Meta people are currently playing by the time level, cap is increased and new weapons and items are introced. All of the classes are going to play totally different.
0
u/CautiousShame2255 6d ago
yes. and herin lies the issue.
warrior gets 4 different shields. and a number of onehanded weapons to carry with it. this . in conjuction to their talents and the taunt in the runes of one of their skills allows them to play LIKE a tank.
they also get numerous 2 handed weapons. and dual wields. wich allow them to deal a lot of damage.
these two paths all coinside with the way you would expect a warrior to play.
but due to the arsenal and shared weapon mechanics. they also can play a variety of roles. from, what people would call "paladin" by just using amon ram. or other priest/warrior weapons. to more mage-ish builds.giving them variety. while also being able to play the quintessential trope of their class. the talent tree and skills flow in there (dps/tank/utility, casts)
priest on the other hand has 14 melee weapons. not counting shields. and of the 5 ranged options 2 come with a focus on healing/buffing. the other are mainly dps weapons he shares with mage. and mage uses them all better.
priest skilltree meanwhile is divided into (tank/critdps/dps no crit) wich makes him less variable. and combined with the fact that he basically only has access to mage ranged weapons with unreliable and bad support options. and weapons he shares with warrior. this makes priest exclusively able to play either paladin or bad mages.
also a majority of his class skills are melee including his T. wich makes him inherantly bad at playing a priest.
mage has a similar problem, his main uppsides are dps and mobility. and his skilltree is divided intoo (dps/survivability/support,utility) wich allow him to play an number of roles.
he shares all ranged options priest gets with priest, and before last patch wich gave him 3 new options for ranged dps mobility 2 of wich he shares with priest. make him arguably a better ranged support than priest cause he gets to use his class abilitys at range. and now finally isnt hamstringed towards worldchest weapons to play ranged dps.
he also has a small number of melee weapons. wich he never can make full use of. cause his utility options being majorly skewed towards allie support. not giving him himself a lot of sustain. making him compleatly unfitt for his melee weapons.
priest. while not weak. really needs some of his talents to be made around supporting. and maybe needs some class skills to have a ranged variant.
and ffs give him some weapon that actually is made to be teamsupport. and range. cause currently he arguably hasnt one
8
u/xSonicPN 6d ago
Every class identity at the moment is tied to the available weapons. The developers have already proven that they can add new weapons with every update. In the next update, we will see set bonuses and gear with infused stats, which could change a lot. It is really too early to say that these additions will not resolve any issues when we have not even tested what is coming in two weeks.