How to Balance the Three Styles
I was told to put my suggestions on balancing here, instead of on the Steam forums, as many people have told me that the developers pay more attention to these forums. So, I'm just going to copy and paste the links from the various discussions from Steam, onto this forum. Best case scenario, I get a response from a developer explaining the path they plan to take on the subject of balancing. Here's to hoping:
http://steamcommunity.com/app/473690/discussions/0/1474221865193379167/
http://steamcommunity.com/app/473690/discussions/0/1474222499227330332/
http://steamcommunity.com/app/473690/discussions/0/1474221865193554236/?ctp=2
http://steamcommunity.com/app/473690/discussions/0/1474221865199428784/
http://steamcommunity.com/app/473690/discussions/0/1474221865181352563/
I know that's a lot, but I think the discussions made on these threads are worth a look at.
For a summary:
Forsaken: Extend the stun time ever so slightly. Just to guarantee fast or medium hits.
Windfall: Two possible suggestions: (Either one, but not both, as that would break it)
1. Allow successful avoids to drain extra stamina from the opponent.
2. Add an automatic, instant, quick, but very weak slap or jab attack to any successful Avoid that flinches the opponent like any normal attack.
Kahlt: Allow the healing of a successful counter after an Absorb to be able to surpass the starting point and actually heal the player. (I think the idea I put for Kahlt may be a little too much, so some heavy tinkering would be required).
For an explanation of why these balance changes should happen, and more detail about them: Read the the discussions the links lead to.
http://steamcommunity.com/app/473690/discussions/0/1474221865193379167/
http://steamcommunity.com/app/473690/discussions/0/1474222499227330332/
http://steamcommunity.com/app/473690/discussions/0/1474221865193554236/?ctp=2
http://steamcommunity.com/app/473690/discussions/0/1474221865199428784/
http://steamcommunity.com/app/473690/discussions/0/1474221865181352563/
I know that's a lot, but I think the discussions made on these threads are worth a look at.
For a summary:
Forsaken: Extend the stun time ever so slightly. Just to guarantee fast or medium hits.
Windfall: Two possible suggestions: (Either one, but not both, as that would break it)
1. Allow successful avoids to drain extra stamina from the opponent.
2. Add an automatic, instant, quick, but very weak slap or jab attack to any successful Avoid that flinches the opponent like any normal attack.
Kahlt: Allow the healing of a successful counter after an Absorb to be able to surpass the starting point and actually heal the player. (I think the idea I put for Kahlt may be a little too much, so some heavy tinkering would be required).
For an explanation of why these balance changes should happen, and more detail about them: Read the the discussions the links lead to.
Comments
http://steamcommunity.com/app/473690/discussions/0/1474222595294319469/?tscn=1504835820
Forsaken: add 0.1 sec (MAYBE 0.2) stun time to allow higher chance of hard hitting attacks w/o interruption. Also revert to previous stamina bonus upon successful parry back to 30, maybe 25.
Windfall: completely agreed with @Velindian. Also take away current stamina debuff against opponent.
Kahlt: revert stamina bonus back to 50. Lower protection bonus to 10. Delete ghost health. Gain slight health upon successful absorb. Some may say this would create too much of a turtle class, but remember it can be broken with breaking attacks.
Also add maybe 10 percent distance to universal dodge, just to try and gain some safer distance from spam players.