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The Sacrier was the last class on the list for a revamp in 2016, and is meant to finish off the year in style.
 

Just like we saw in the Eniripsa and Osamodas revamps, the Sacrier has some damage spell weaknesses that are the result of a very limited range of elemental spells: only the Water path fares a little better with 2 spells, while the other 3 paths have only one. What’s more, the Sacrier’s capacity to absorb damage dwindles as the power of monsters increases. When this is combined with almost exclusively short-distance attack spells it makes the class highly vulnerable to high level content. In addition, these spells are starting to be a little too old and inefficient in comparison to the other recently revamped classes. All in all, this makes a convincing argument for revamping the Sacrier class from top to bottom.

The Sacrier’s roles have always been clearly identified and will be reinforced: positioning, damage and, above all, the capacity to receive hits in place of their allies.

In this revamp, we try to strengthen the roles fulfilled by the Sacrier while making each of them more challenging and compatible with each other (without blocking them like with the Masqueraiders) while also improving the different elemental paths.
 

Punishments

The basic function of punishments hasn’t really changed in years, maybe even since the class was established: it consists of receiving hits to be able to inflict even harder hits. There has been one punishment per element and an additional one that never really proved its efficiency: the Vital Punishment.

We would like to undo this elemental punishment system and move towards a system that gives each punishment a role from among those three that are traditionally the  Sacrier’s, and which will considerably improve the Sacrier’s capacity to fulfil said role, while making them generally less effective in the two others.

As such, there are three punishments:
 
  • Voyager’s Punishment: A punishment that improves the positioning role. It makes it easier to cast spells from a distance but also decreases the caster’s vitality.
 
  • Scathing Punishment: A punishment that improves the damage inflicting role. It increases the Sacrier’s potential for damage, but also makes them less resistant.
 
  • Survivor’s Punishment: A punishment that improves the tank role. It increases the Sacrier’s vitality and allows them to add a life steal effect on some spells. In return, they inflict less damage.

To these effects we add a new mechanism that reinforces each Punishment: if the Sacrier is low on health at the start of their turn, their appearance is modified and the effects of the punishments are reinforced, making them more dangerous.

Obviously, the Sacrier cannot cumulate the effects of several Punishments but they can switch between them every turn, depending on what they want to achieve. Furthermore, the Sacrier can also decide to play without using any punishment if they do not want to suffer the penalties. To do so, they just have to cast the active punishment once again to undo its effects.

 
Scathing Punishment
Voyager’s Punishment
 

Elemental Spells


Following the same logic as Punishments, each elemental path has 3 spells, and each reinforce a particular role. However, the Earth path has been removed to allow other paths to have more spells without reducing the Sacrier's range of utility spells.

There are no restrictions on elemental spells: each can be cast independently from the active Punishment. 
 

Air Element


Spells for this path are focused on movement and position switching: it is the mobility path. It allows the Sacrier to move around the map more easily while inflicting damage.
 
  • Assault: The spell has been revamped and now lets you switch places with a target in close range, while also causing Air damage.
  • Light Body: Inflicts damage at close range and gives 1 MP to the caster each time.
  • Light Speed: Teleports caster in a line and causes Air damage in the cells crossed. If the Sacrier’s health is low, they will earn a Dodge bonus.
 

Fire Element


The spells for this path are the most powerful in terms of damage, but they also injure the Sacrier. Their effects are not limited to simple damage-dealing and can prove very effective in a group fight.
 
  • Blood Bath: The caster inflicts Fire damage on themselves while also dealing it to an enemy. Allies in contact with the target are healed. If the Sacrier is near death, then their healing potential is increased.
  • Motivational Pain: Inflicts Fire damage on the caster and to any enemies in the spell's area of effect. Gives the caster a damage bonus for one turn.
  • Blood Loss Ritual: The caster inflicts Fire damage on themselves while also dealing it to an enemy. Reduces the target’s mobility.
 

Water Element


The spells for this path allow the Sacrier to spring to the center of a melee and increase their resistance to damage. If the spells for this element are used in combination with Survivor’s Punishment, they will all benefit from a life steal effect.
 
  • Absorption: Steals life based on Water element.
  • Projection: Takes the Sacrier closer to the target and deals Water damage to the target.
  • Safe Position: Deals Water damage and reduces enemy mobility. If the Sacrier is near death, then they become more resistant
 

Utility Spells

 
  • The effects of Evasion, Punishment and Life Transfer stay the same: the first allows the Sacrier to dodge a close-combat attack, while the second deals damage based on the Sacrier's health. Lastly, the third one transfers some of the caster’s health to nearby allies.
  • Flying Sword has been changed to adapt to the Sacrier’s active punishment; its characteristics are going to be altered based on the active punishment.
  • Attraction still attracts a target, obviously. But it also transfers some of the Sacrier’s health to the target in the form of healing if it is an ally, and in the form of damage if it is an enemy.
  • Transposition now functions on allies as well as enemies and has the same special effect as Attraction, based on whether the target is an ally or an enemy.
  • Bodyguard replaces the Sacrifice spell. It allows the Sacrier to receive damage instead of an ally, but the damage suffered during its effect is magnified.
  • Invigorating Sacrifice allows the caster to sacrifice some of their ability to cause damage in order to regenerate health.
  • Self Sacrifice: The caster loses health points in order to cause damage in an area around them.
 

Characteristics Update


This is the last class that needed to be updated on this score, so we have taken this revamp as an opportunity to standardize the softcaps on characteristics. The Chance, Strength, Intelligence and Agility characteristics now have the following softcaps:
 
  • 1 for 1 from 1 to 100
  • 2 for 1 from 101 to 200
  • 3 for 1 from 201 to 300
  • 4 for 1 from 301 upwards

Vitality remains at 1 for 1 and Wisdom remains at 3 for 1.

So, the Sacrier will no longer have the possibility to have more vitality than other classes using the repartion of their characteristics points. This will be compensated by the removal of the Erosion penalty on Punishment spells and a gain in vitality when using the Survivor’s Punishment. Furthermore, this gives Sacriers more choice in how they can distribute their characteristics and no longer limits them to investing everything in Vitality.

These changes will be available in the 2.39 Beta, so feel free to come try them out and tell us what you think.
And when that's done, please help us balance the class by filling this survey.

Please note that some of the spell names used in this Devblog are not final and may change before release.
Category: Game design