Hello, my name is Thiago Scher, I’m a Brazilian aspiring game designer/producer and I'm playing Valiant Force since CBT day 3. I really like this game as I see a lot of good ideas and it reminds me a little of Ogre Battle and Tactics Ogre, two of my favorite of all time games.
So, I will be writing an extensive review and feedback of the game and I will post it within the day.
As a series of Lets Talk, may I start with the Guardian class.
Before the 1.0 balance update, the Guardian class was one of the least used classes. Why? Well, Valiant Force was designed with portability strategy in mind, so the quests have at max 3 stages (Aaria Event Heroic and Legendary had 4). That’s brilliant, because as a mobile game, we want to play for short times when we do have the time.
Guardians specializes in the taunt ability that provokes the enemy to attack him/her for some turns, bumping the user Def or casting a shield along the way to survive that. That’s useful, but! By design the game incentives quick battles so Guardians was not so useful because of that, by the time you have the skill ready you would probably be killing the boss or (if the stage is too difficult) be dead before that. So, as the difficulty scales way too much between normal, heroic and legendary difficulty, the first and more effective way to get past those quests was using the same old strategy: Attack is the best Defense. If you could end the battle quickly you would not need to defend yourself though the hard-hitting enemies.
One alternative would be charge the skill (against a single enemy) on the last stage before the boss to tank some of the damage. Even doing so, bringing a guardian your DPS would fall by a little and you may not be able to kill the boss before the taunt/shield effect fall of. To worst things even more, Guardians didn’t too much DEF status to stay alive too much. Even at legendary a 5* Darrion with 4* Equip Level 15 was not surviving more than three or four hits.
Post balance patch the Guardians gained a boost in status and are starting to be more useful, surviving a lot more, now they are even more useful in arena, indirectly because of the nerfed mechanics of the Mystics (AOE area skills changed to 3x3) and the boost on extra points in the central grids (so that by diverging your team, the Mystic Skill would not cause the death of everyone anymore.
In Quests with the boost in DEF the Guardians can now serve as the only front in a ranged focused squad, surviving a lot more than before.
So, share your thoughts and opinions on the Guardian Classes. I will make an analysis as soon as I can, breaking down all heroes and Valiants.