As someone who has rarely used vitality upgrades, I'm going to say this makes them even more useless, unless the price is relative to the amount added (new to the game, not sure).
HP upgrades get quite important on hard level, but I have to agree, price will have to be adjusted. I wanted to make this class more mana oriented, even more than warlock.
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Plus, HP drops are a thing, and they give +5 each, so you could luck out and get the bard up to triple digits without upgrading once.[/quote]
Upgrades should be tweaked separately, because:
they are lack oriented.
their value is dependant on the class.
That's why I simply didn't take them into account, because you can get so much armor that cannon fodder will be even more cannon fodderish.
Is there a limit to number of penetrations? Would this be handled by upgrades? If it were 'infinite', you could theoretically kite a group of enemies at a boss and string the attack through them all to do a wiked-high amount to the boss itself. Mind you this does sound fun strategically.
I hope so. I want smart play to be rewarded. We have paladin for mindless wushwushwush action, bard rewards for doing something that is opposite to wushwushwush.
I'd imagine this would make the skill very difficult to use starting out, and it might discourage people from upgrading it at all. Maybe it shouldn't effects speed too much (Only a 20% penalty instead?), and the upgrades reduce the mana consumed instead. Sounds more fun that way. Perhaps the counter-balance would be that the ability ends when the player attacks or uses another ability?
I don't know if by difficult you mean "hard to use effectively" or "ineffective".
Realize how long is 5 seconds in an action based game. IIRC level 1 electrostorm has a duration of 5 seconds. And that's quite long. At act 1 you don't find anything hard enough to deal with. And I've actually started thinking that this skill might be OP. Still, left some numbers to be tweaked.
As for "hard to use effectively", we have 2 classes that require close to none skill. I know that this is hacknslash, but come on, how can stealth be hard to use.
Other things listed seem like they'd require actually playing the game as the character idea before it could be determined 'good' or 'bad'.
True. I have crazy ideas all the time, but this time I amazed even myself.
However, I wonder if maybe the mana costs should be relative to the number of allies actually affected by it - otherwise this class would be crippled by solo play, and possibly overpowered in full parties.
That's a good point. I had a nice struggle about skills that support both solo and coop play. And I came up with nothing. It's impossible to reach the compromise for me. Even priest is more of a solo play, maybe with occasional healing after fight and sometimes saving someone's ass.
Right now coop looks like solo but done n times faster, where n is the number of people. Everybody goes their way and clears his part of the floor. Bard has the potential to unite the team, because being near him is better than being away from him. And same vice versa.
The other thing I wonder is what would happen if all party members were bards...
Depends on if and how buff effects would stack. Still it would be perfect speedrun team.
So, the question appears: is the bard OP and if yes, then why?