Please adjust class mastery gains from status spells.
Silence, somnolence, veil etc all give 2 class xp while dark burst gives 16xp. On a per turn basis this is really punishing as dark mages are now disincentivised heavily from leaning into crowd control and incentivised to go for pure damage spells. When trying to max out end game classes, the progress grinds to a halt.
Also please consider giving less tanky classes a very minor boost. Overlord, paladin etc will naturally see more combat and therefore naturally max out their class progress much faster than back-line supporting units.
Comments: 2
-
30 Oct, '22
Randy NgelaleAlso adding that melee and bows don't run out so mages have a hard cap on how much class xp can be gained on the player phase at least.
-
14 Dec, '22
Guinn Kim AdminFor the mastery EXP difference, we would like to note that the mastery EXP gain is not based on a fixed number--there are other factors (e.g., the level difference between units) that impact the value.
For the balance suggestions, we reviewed how each class brings its own pros and cons, also affected by the combination of passives, equipment, spells/skills, etc. While some classes may be more difficult to level up than others, they add much utility and strategic options for the Tacticians. Considering balance as a whole, giving a boost in one area risks having to rework many other areas that may feel seemingly unrelated, in order for us to ensure no single class becomes overpowered.
Another point during our discussion was that Lost Eidolons heavily encourages cross-class training, which makes it less about a specific type of equipment being outclassed. The current classes are a culmination of careful design and balancing, so we would like to keep them as-is.