I'd like to hear your oppinion on the following. As you know, warriors/seyans/mage's exp cost has been rebalanced. This exp cost also concerns profession points. However, all 3 classes benefit equally from profession points. As it is now, seyan spawner builds need to invest more exp into getting 30 pps than the other classes, while the mod benefit is equal. I intend to correct this in one of the following ways:
- Remove the clan spawner profession (I like this one the most cause it makes spawners more accessible to everyone). - Set an equal exp cost for profession poinst (all 3 classes have the same exp cost). - Make seyans get more mods from CW (not recommended as this is hard to balance).
Before I post this, I want to preface it by saying I already know that Seyans require more gear and more work to make than mages/warriors, but with the new balance to tactics + Bless, will CW make seyans even MORE OP in spawns?
Seyans are no longer OP by any means, they are the best at Pure stat classes but they are not the best all round class now.
New balance makes warriors stronger not seyan, and tactics modding bless is irrelevant when you get a maxing bless from a mage for spawns.
we got a 44 warrior in clan, that has better mods than my 44 tap seyan from a3res. (Pre-rage bonus) new bases on warriors basically make them seyans but with higher Weapon value and more ss/wv from rage bonus.
to be honest, i think its ok as it is, Warrior SAP with same imm mod as Seyan SAP will be a smaller difference in the warriors favour, but seyans can make things like lf/imm wc/lf etc that warriors cannot.
This way warriors are actually viable and so are seyans.
the only shit show is high level, where you have capped Seyans at 222 base and giving warriors if my workings are correct, an extra 12 full levels of Ptms, which will be about 100 extra ptms lol. coupled with quad stat gear to make sure of them.
Will be interesting to see how this turns out once we see a warrior high enough level