Hi Morro!
Making a novice program is a daunting task, but you seem to have the right goals in mind for it. There's a few things I would add to Kresslack's excellent point:
I’m not sure why you’re comparing an aff bomb from a slow TTK class against one that until recently had the highest or close to while also being the hardest to mitigate. You’re claiming people don’t understand the class while making an absolutely off base comparison.
The issue that pariah has had from the moment it was released is that you just never can touch it. You’re on defensive from the third round of the fight, and you can’t cure you way through it nor can you hinder it in any capacity. The only thing that works is stupidity and that’s a crapshoot on if they hit secrets or lose an aff. If they don’t you lose. That’s not ideal either. It was shredding other momentum classes with almost no effort for the most part.
I’ve suggested changes to other parts of the kit that have still been left alone, so this wasn’t the direction I thought needed to be taken. I see the issues that are mentioned and recognize them. That said, the thought process that because you could shield four times and be okay only to be in danger if you dared to attack more than twice is not realistic and fixing that is a good thing.
Just refund every person with Pariah all of the lessons, arties, and crypt rooms in full.
Maybe you can rerelease the class when it's finished.
"Damn this class is ridiculous; really needs toning back."
Plays Priest.
@Gurklukke I have to admit I was really hoping some of the milk would have a non-lethal amount of poison, if the frog spoken about in the events post is the frog I'm thinking off... (it gives you some super crazy hallucinations for a very long time. Something like eight real-life hours.)
Blood bubbles from your lips as your organs collapse. You try and unleash a terrible scream, but only manage to spew a torrent of milky gore upon yourself and the floor, the rest filling your lungs
as your gorge fills with fluid and you choke. Consciousness fades and blackness envelops your senses as the bitter taste of poison lingers upon your dying tongue.
You have been slain by Toby Treacletart.
Bravo, I love seeing a story coming together.
I love Toby even more than I already did, and honestly I love that things are moving along storywise.
#ThisIsAllEmbrelle'sFault
Alright, as promised I'll do a more thorough evaluation going off of what I said above. Especially now that I'm understanding the 'obscurity' definition better (my half asleep state was reading it back to front :| )
Alchemist: A bit of a tough one since we're apparently combining Sublimation and Formulation despite the Knight specs being evaluated separately. But anyway... Its "hard to kill" factor should definitely be at (if not close to) maximum. If has tools for literally everything, not to mention a lot of their tools can be combo'd with their attacks.
Apostate: Simplicity, not sure I agree there. Maybe lower it a point; there's a bunch of things that I've only ever seen Mizik do. At its core it's just an ordinary double aff class, but there's a fair bit of complexity necessary to beat competent people. Hard to kill, probably lower that a point as well. Unless we're counting what I said in the above post.
Bard: Mostly spot on, tbh, aside from what I already said. It'd probably nudge its obscurity up; it can be a very difficult class to survive if they're using Bard's entire kit.
Blademaster: Fairly accurate, for the most part.
Depthswalker: Probably bring its obscurity mark back a point; it's not really that tough to survive, nor does it require anything complex TO survive.
Druid: TTK and Raid scores should be brought back a notch, Skirmishing as well probably. It's about midling in terms of prep class TTKs, and it doesn't really bring anything overly unique to groups. I'd rather have a Sentinel in pretty much every instance. Reclamation as a skill was DoA you can't change my mind.
Knights: Could make an entire post about these, I'll just stick with what I said above. Infernal isn't as simple as it is in the diagrams, nor is it as easy to survive. Paladin there's definite bias there (it's bad if not SnB, but that's not what simplicity or obscurity is). Raid/Skirmishing/Utility/Mobility they should all basically have the same (or close to the same) score.
Jester: Already touched on it above, the rest is mostly accurate.
Magi: Fairly affordable at a baseline. Much like Occultist, only REALLY needs a diadem, everything else is just luxury. Utility should be a 3.
Monk: I honestly don't feel like arguing; I'm trying to be constructive. Suffice it to say I don't agree on much of the scores given to either spec, though. We'll just leave it at that.
Occultist: Already touched on.
Pariah: See Monk.
Priest: Probably about right. Would maybe increase its "Hard to kill" number, and its movement hinderance. (though it's not a great ganking class, I'll agree there)
Psion: I'd increase its mobility score, and lower its simplicity score a notch. If you're just one-tricking blast it's easy, but that doesn't work against top tier fighters. (not the cookie cutter blast, at least, that 95% of Psions do).
Sentinel: Did this one already.
Serpent: Affordability is a grey area for Serpent imo. Lots of factors when it comes to Serpent and affordability. I'd put its Hard to Kill score at 4, though, otherwise it's pretty okay.
Shaman: I think I mostly touched on already. Maybe put its Prep to 4 as well; it's as much a prep class as it is a momentum class, much like Shikudo.
Dragon: I'd MAYBE bring its simplicity back to 3; there are some nifty tricks you can do with it, especially with a handaxe (I'm not flaming for once when I say this). It also gets harder to survive if they have an arti axe.
Elementals: I don't consider anyone who mains any of the elementals to be a serious fighter. All of them are pretty braindead, Earth is hardest to survive, they're all affordable. Agree with Gallida re: Fire Lord. Whatever to the rest.
Now let's get a chart for each class, but with handaxes.