Amberlee wrote:
The problem here is.
You basically kill the ONLY viable evil fighter guild in the game for the powerplayers.
That means you kill the evil side off.
I think it's actually the opposite. The proposed changes will make all the evil fighters guilds a viable option for players, powerplayers included. The choice for players will come down to play style preference.
Amberlee wrote:
...the ONLY viable evil fighter guild in the game
I don't feel the BDA is the only viable melee guild. It is definitely the MOST viable by a long way because of the way the guild's abilities are set up and the skills it offers. In my mind, that has resulted in it being the guild that all players who want to play an evil character gravitate to... to the detriment of the Army of Angmar and RDA.
Anyway, the changes to BDA won't make them unviable. The changes may not suit powerplayers if their guild choice is all about min/maxxing and optimisation, although I feel the proposed changes will open up other customisation options that could be leveraged by those players.
And I do want to say I appreciate the discussion on the topic. Some of the ideas i really like, such as opening up the option of weapon choice and altering the offensive specials to focus more on the damage type (slashing weapons for slash, impaling weapons for impale). The role of two-handed weapons vs one-handed / shield vs two one-handed weapons? And maybe even opening the door to flexibility in skill training to cater to defensive or offensive preference? Anyway, happy for the discussion to continue.