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# System prepended metadata

title: '"Trinity" game design overview'

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# "Trinity" game design overview

First of all i'm not used to do big texting so i'll use deepl.com for better translation.

## Introduction
In nostale, we had 3 classes. Like all RPGs, they had basic design and template we still can see.

Archers, good at evading attacks ,the fastest , with statistics in the middle of the 3 classes. they were also the deadlyest and we learned  were the best, for a looooong time. (after 6.2 and hero +50)

Mages, they were powerfull but took time to perform (Hero 28~)

Swordies, they were in between quite OP and ok, but they got softcrits(bon) back at hero +60.

Today i'm trying to give credits to my idea. 
I'd like to see returnal of the base "trinity"

#### What would be the biggest changes ?
:::danger
The idea i'm trying to achieve at the end, is to remove softcrit(bon) as classe's must have.
:::
Biggest changes for 4 classes :
Archers : 
* Loose hit rate overall, and they might get a bonus damage for the lost
* Loose soft crit at all levels
* Keep everything else

Mages : 
* The best change they got is to finaly use properly elemental damages
* Like archer, they loose soft crit at all level

Swordies: 
* They loose critical hit ability
* They win a looooot of hit rate,
* They loose soft crit
* They win ability to survive way longer at any time of the game by far
* They also loose all the softcrit chances at all levels.

Martials Artists:
* THey loose soft crit at any levels
* They will benefit for a special care in order to get the best of all classes without being broken, it's still a new class i'd like to see with various setups


###### But why the hell remove softcrit ?

Because softcrit is simply too OP to be use as classes "basics picks". 
I would put the soft crit use to make gameplay shine, by giving the effect on some SP that would mach such an empowerment, or by default to all skill 20 of all classes.


#### Why setting such a change ?
Because with these choices we will have 3 easy ways to balance the whole game.

Archers, through their critical hits (Physical, armors)

Swordies, through their defensive bonuses and constant damage ( physical - armors)

Mages, with their resistance penetration (magical - resistances)

Each of these three attributes will be as many levers to allow the players to optimize their character, and to shine in all situations.



###### Do you have some questions ?
Please PM me :)