Thursday, March 7, 2013

The Role of Defenses

One of the biggest differences between WAR Accelerant and NERO, that some of you may have noticed, is that we really spread out defenses to many different Headers. Part of this is due to the construction of the game world, and a decision to keep the math simple.

It's a lot easier to deal with 10 hit points than 80.

And while it's cool to have lower numbers, we didn't want everyone to roll over due to damage. The game isn't intended to be more or less deadlier, just different from NERO. Instead of spending hit points, you can use daily and attribute abilities, as well as items, to negate attacks. Remembering that you can parry a melee attack 4 times is way easier than adding another 15 to 20 hit points that you need to keep track of.

That's all well and good, but the biggest change is the lower focus on the templar archetype.

Anyone who's played NERO up to higher levels know that Templars (or at least, Templar-like characters) rule the world. Those unfamiliar with the term would probably compare them to a spellblade, a wizard who also uses weapons. This is determined by the fact that spells are so easy to interrupt, yet are the only way to successfully defend yourself from 95% of the attacks that actually matter. This has lead to a lot of characters playing templars and being focused on using weapons for casual combat, but moving on to spells when it really counts. And, no doubt, that's going to show in some people's builds. Someone one mentioned that the Spellsword skill "Battle Casting" is actually a tax.

Well, it's not.

You see, we have designed the game so that martial characters can be just as successful as magic characters, in their own ways. Sure, we encourage everyone to pick up a weapon skill (since it gives you the opportunity to play more), but it's not really necessary. You can play a character with no spells or a character who only casts between combat without picking up the Spellsword header. On the other hand, you can play a character that mostly uses magic, but occasionally gets in the mix with their staff. We are expecting those types of characters. We encourage those types of characters.

I'm not saying this is the death of the templar. I just want people to think about the options that they have before them. You can be perfectly content playing a fighter, using defenses from the Shield Bearer or Rogue Headers with no problem. You don't have to cast spells if you don't want to. In fact, the Spellsword Header is an incentive to focus your character on martial or magic combat.

3 comments:

  1. Yea I think I have been over enthusiastic about the spellsword header due to post NERO burn in. I will still probably try it out but I see now that there are many effective builds that do not need it or want it.

    ReplyDelete
  2. I know, right? I did the same thing. I was like "must cast spells AND fight," but then I realized that a lot of the fighter Headers have effects already added in to them. I dunno that it's totally necessary for me to be able to fight and cast at the same time. With Selinde, it's easy enough to just tuck.

    ReplyDelete
  3. Actually, one of the things I am also really excited about is that it isn't really the "death" of the templar. I don't have to sink a HUGE amount of build to be able to cast spells and use weapon abilities. That's exciting for me, lol. And Jade will totes have both.

    ReplyDelete