Draven
Pioneer
So, let’s talk about Relics.
First, I appreciate the decision to give Earth an additional resource to try and close the gap between E and C. It feels like we’re getting somewhere on that, and that’s great.
Second, I’d like to breakdown how this is effective, and how it isn’t.
The power of any given ability is based upon the likelihood you can use it, and the strength by which it accomplishes its goal. Wands, as an example, are usable in every fight where the enemy isn’t immune to the entirety of SLIF. In my experience, I’ve never fought an enemy that was completely immune to SLIF, but I have to assume that they do exist, but are probably extremely rare.
Relics are useable, by comparison, in any given fight where Alteration, Command, or Curse is used. That’s niche. That’s not as niche as, say, Earth Blade or Destroy Undead, but still pretty niche.
So, meh. In terms of usability, I give Purify an A+, but I rank Relics a C+.
Now, in terms of power to accomplish its goal.
1 minute of roleplay? Per effect? The equivalent of First Aid? Come on, now. That’s not combat friendly at all. Sure, that’ll be fine for the Earth Casters who don’t backpack, but that’s utterly terrible for Earth Casters who want to actually be part of a team, a Core Aspect of Alliance.
Relics continue to push a mindset that Earth Casters are not meant for combat, even though Alliance already designed a “not for combat” class, the Artisan.
If you really want to push this whole “We want to give Earth a resource, but we don’t wanna just give them Healing because it seems lame even though it’s totally easy to do,” thing, fine. Drop Relics to the length of time it takes to do a Break Command, add Protectives as a Relic choice (which would open up the ability to memorize combat spells instead of Protectives, and really give some value to Relics), and we’re in a much better spot.
First, I appreciate the decision to give Earth an additional resource to try and close the gap between E and C. It feels like we’re getting somewhere on that, and that’s great.
Second, I’d like to breakdown how this is effective, and how it isn’t.
The power of any given ability is based upon the likelihood you can use it, and the strength by which it accomplishes its goal. Wands, as an example, are usable in every fight where the enemy isn’t immune to the entirety of SLIF. In my experience, I’ve never fought an enemy that was completely immune to SLIF, but I have to assume that they do exist, but are probably extremely rare.
Relics are useable, by comparison, in any given fight where Alteration, Command, or Curse is used. That’s niche. That’s not as niche as, say, Earth Blade or Destroy Undead, but still pretty niche.
So, meh. In terms of usability, I give Purify an A+, but I rank Relics a C+.
Now, in terms of power to accomplish its goal.
1 minute of roleplay? Per effect? The equivalent of First Aid? Come on, now. That’s not combat friendly at all. Sure, that’ll be fine for the Earth Casters who don’t backpack, but that’s utterly terrible for Earth Casters who want to actually be part of a team, a Core Aspect of Alliance.
Relics continue to push a mindset that Earth Casters are not meant for combat, even though Alliance already designed a “not for combat” class, the Artisan.
If you really want to push this whole “We want to give Earth a resource, but we don’t wanna just give them Healing because it seems lame even though it’s totally easy to do,” thing, fine. Drop Relics to the length of time it takes to do a Break Command, add Protectives as a Relic choice (which would open up the ability to memorize combat spells instead of Protectives, and really give some value to Relics), and we’re in a much better spot.