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Generally they're the only ones that have the issue of having a buff only provided by one champion, other affiliations tend to have individual buffs that blend together (like Noeh23 mentioned). It is true that generally it's Paultin is the only one of the Waffle Crew that buffs specifically the Waffle Crew, and no one else in Waffle Crew has that bonus. That being said, Diath being changed has nothing to do with my original problem in itself. I'm fully aware of the Diath debacle, although i'm not sure he had a specific skill for the Wafflecrew. Just do a simple search of these forums to learn about that and why that Affiliation has three instead of four members. Originally posted by SevenBlueSeven:Wafflecrew used to have Diath. Maybe the devs can file ideas like these away for consideration in some new game later on. That way the entire idea of building a formation around synergy effects is more open-ended to entirely different mixes of characters.īut this game is the way it is. So each member of any specific team / affiliation has some ability that interacts with their own team's synergy, and each member of any specific race (edit: or a group of races like Ashara's bond options) has some ability that interacts with their own race's synergy, and each member of any specific class has some ability that interacts with their own class's synergy. Perhaps another idea that could be proposed might be that race synergies and class synergies could have been things as well, instead of only developing team synergies. Try to plan out event and non-event new character releases so that as much of an entire synergy team as possible gets released as close together with their teammates as possible, both in terms of when they come out and where they can be found physically on the campaign map. "Event" content would be marked as something separate from the core pathway, and maybe the game plays around with the difficulty scaling features so that this optional content is significantly amped up in difficulty if attempted out-of-season without paying in some sort of unlock similar to the time gate feature, or only slightly amped up in difficulty if attempted out-of-season within the terms of that time gate style unlock, or kept on easy mode if attempted in-season. I mean, for example, imagine if the Champions event format had been to add the new objectives as permanent additions within whichever permanent campaign each of them might fit best within, and to also focus more on fitting new non-event character unlocks into the game all throughout the core pathways of each campaign. Perhaps the game could have even gone for an even more drastically different approach from the event format of Crusaders of the Lost Idols than what they ended up using here. But it seems to me that for team synergies to have any real relevance they really ought to have been considering them up front in their planning and design instead of treating it as an afterthought. They'll handle things however they want to, of course.
#Idle champions of the forgotten realms diath Patch#
Originally posted by Count_Dandyman:For most teams they focus on the first few members working as individuals and usually go back and either put the synergy on later members (like Paultin) or patch the earlier members to add in a shared synergy (Companions, Heroes of Aeoris and Dark Order)
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