This thread was originally born out of my experiences playing Leilana; she was my second elf armoursmith/behead crusader and I actually managed to hold my own in PK for once (or at least it felt like I did, I think I had a net positive pk score but I can't say for certain).
I for one felt like the class although uniquely designed, feels outdated and a bit clunky. I may have a different mindset than other people, but I do not feel tedium is a good balancing factor when it comes to power level — crusaders, and armoursmiths in particular, invest a lot of tedium to reach their full potential, which then may then be undone if you are killed and looted. I was particularly dedicated to Leilana, and although RL eventually pulled me away from the game, I am fairly certain a loot/sac may have put a significant dent in my motivation to play the character too.
When I look at blademasters (the most 'recently' designed melee class), I just find myself envious in how smooth their gameplay is compared to crusaders. Both classes require preparation and setup, but a crusader is immobile chanting for several ticks, while the blademaster simply has make some weapon/stance/skill choices and are then ready to face their enemy. This is not to say that crusaders are weak (many characters have proved otherwise), just that their design feels outdated and in some cases 'unfun'. My signature skill - 'behead' - is sort of a prime example: it gave one of the most anti-melee geared classes yet another tool that simply makes the crusader excessively frustrating to fight as a melee class, while offering no real benefit against casters save for an immediate damage burst, after which you are back to meleeing with third attack. Meanwhile, blademasters feel dynamic, reactive, and proactive in their design. As such, I feel crusaders could be given a facelift; maintaining the class identity and feel without upsetting PK balance is a delicate matter but not an impossible task.
Basically, I feel that crusaders are a bit dated.
Here are some of the thoughts I had while playing my crusader:
- Psalms:
These should not be limited to a set number. The choices made when selecting psalms is restrictive in a way that does not really provide a lot of strategizing or tradeoffs (regardless of the number of psalms available to your crusader, you will always pick the 'best' ones).
- Psalms are exceedingly clunky to use. Not being bloodied to start chanting, several hours of just sitting idle, and cooldowns that often are exceptionally lengthy before you can chant again all contribute to make the class feel lethargic.
- Reworking some psalms into 'hymns', using songs in the way that bards does is an interesting idea I had. I found the notion of a second class utilizing songs (albeit not quite as heavily focused on it as bards) to be quite tantalizing, and hymns sort of fit into the crusader theme.
Damage output/consistency:
- By nature, crusaders have a huge power spike at their endgame. 40 avg damage weapons capable of hitting practically any vuln is just insane, even though the class is limited to third attack. I honestly would not mind seeing crusader weapons scaled back a bit, but then making fourth attack baseline to compensate (blademasters has this as well); this should make the class more consistent, which less of a gap between brand new crusader and fully levelled weapon crusader, while still giving the latter the same average endgame damage output (assuming a middle ground with the numbers can be found).
Crusader crafting:
- I think people are prone to overlook armourcrafting due to some of the upper tier weaponcrafting modifications, but a full set of crusader amrour is beastly, especially now that the equipmet rebalancing has been redone. This is perhaps not a too great of an issue, but I am still convinced that the tedium of crafting needs to be reworked to make the class more accessible and enjoyable to play. I would love to see a crusader crafting system that uses materials in the same way that bards create weapons, with the foundation of items still relying on starstones.
- Create a third path of crafting - 'crusader reliquaries' - including rings, amulets, wrists, and light (seven pieces in total), could bring crusaders up to date with the spellforged system, giving them access to a select list of spellforged items (bless, virtuous light, other holy sort of spells, etc). Going fully into this branch of selectables would be incompatible with the other branches of forging. You would have decently statted trinkets (sort of how armoursmithing goes above average stats on their items), with perhaps a couple of spellforged as the final reward.
- Remove the weapon level limiter on Psalm of Insight. It already takes an immense requirement in term of time to get up in the ranks with this psalm, and the class already has a huge PK focus to incentivize you to grow your weapon through crusades anyway. There are weapon modifications (rank 6 springs to mind; burnproof, nosac, etc) that you need to reach in order to essentially not have your power level reset to zero. I honestly believe Dark-Knights should have failsafes in place to prevent them from dropping levels in Malforms, but I haven't played the class excessively. For these two classes, weapon levels are defining traits of the class designs and dying should be more forgiving on them; knowing you can take a death and not be set back with your weapon should encourage people to engage in PK that is just not preying on fresh level 50s (a bit of a tangent but I wanted to raise this point).
- Make it so conversioned/consecrated items can not be broken down into parts in order to prevent accidental destruction of your crafted items. Allow fully modified items to be stored in stash (they are already nonrare).
Tungerz:
- Make him yell like any other guild guardian when attacked.
Behead:
- Remove behead immunity from mobs that have it. Without being able to reliably blind and only having access to third attack, behead crusaders are notoriously slow at fighting certian mobs. Making all mobs beheadable wouldn't make behead crusaders insanely powerful monster hunters, but just make them less behind other capable classes (rangers, warriors, battlemages, etc). This would not upset PvE balance any more than certain other combinations (looking at you, Heralds).
Witch Compass:
- This is a notoriously bad skill. Many, many people warned me not to pick this skill at all ever because of how bad it is. I would suggest creating a full 'Witch Hunter' path with selectable, with skills like Witch Compass that would be the equivalent of a good-aligned spy (it would only work on crusade targets), Witch's Hammer as a snakespeed or spellkill variant, and perhaps some sort of magic resist power (flat -svs as an ability?). This would be geared towards fighting communers/casters in the way that the behead path gives bonuses towards fighting melee folks.
I fully appreciate the fact that I am not a veteran PK'er and my understanding of game balance may not be as well-developed a some of the PK'ers around. My idea for changing the crusader class is less about buffs/nerfs and more about making the class feel dynamic and fun to play, making it less tedious and clunky in the areas that currently just seem unfun/punishing.
Please share your criticism, feedback, and your own ideas about the Crusader class!
Thank you!