Now that the dust of battle has cleared and all your survey responses are in, we can examine the intel you’ve given us to help refine and perfect the commander and guardian classes. We appreciate all your feedback, and while we’re still sifting through the more detailed notes, we can give you some quick insights into some ways we’ll be moving forward.
First, Michael Sayre will talk about the commander, and then Jason Keeley will fill us in on the guardian.
The Commander
Michael Sayre here, talking about where we might be headed with the commander class post-playtest.
One of the big things we saw in the playtest feedback was that by and large, people were really happy with the class as it stands. When we see numbers like this, one of the takeaways is that we want to focus on polishing what we’ve got rather than taking apart something that people are already really enjoying.
With that in mind, there’s a few things I think we’re highly likely to be doing going forward.
- Tactics: A big thing we want to do, obviously, is adding a bunch more tactics, especially in the expert, master, and legendary tiers. For the playtest, we had two tactics to choose from at each of these tiers, and we’re looking to increase that number significantly. With more tactics to choose from, we have room to expand the number of tactics the commander can have in their folio, and we can look at giving them a slight bump to the number of tactics they can have prepared. In addition to modifying the number of tactics available (both while building your commander and while playing them), we’re looking at some adjustments to the tactics themselves. In particular, making the master tactics all function on a once-per-10-minutes frequency and the legendary tactics all function at a once-per-day frequency can help make deciding when and how to deploy the various tactics in your folio a bigger part of your strategies across the day, without raising the cognitive load of play too high.
- Traits: The use of “banner” as both a class item and as a trait was sowing a bit of confusion, so we’re looking at replacing the banner trait with a “brandish” trait to make it a bit clearer that those abilities require you to have your banner held in hand and able to be waved about.
- Feats: We’re not anticipating a lot of changes here, but we’re looking at some opportunities to polish and expand some of the functionality presented in the commander’s feats. One of the possible changes we’re considering is swapping out the commander’s mount for a more versatile “mascot” pet and adding in a class-specific capstone feat for said mascot.
We know that folks really loved this class during the playtest, so hopefully this opportunity to polish and elevate it further makes it even more satisfying when the final iteration rolls out with the release of Battlecry! next year!
In the shadow of a mountain range, Amiri and Harsk lead an army of soldiers to war. Art by Jorge Jacinto.
The Guardian
The majority of you felt that the concept of the guardian was worth exploring but needed a little more polish to really sing. We couldn’t agree more. Some of the class’s main features might be able to interact with one another more cleanly, and we might be able to present them in a way that shows that the guardian’s abilities are a set of tools that each have their particular uses. We’re considering some larger overhauls to ensure that the guardian is fun and exciting to play.
- Intercept Strike: Many of you responded that needing to be adjacent to an ally to protect them could sometimes be difficult to engineer. We’re thinking about adding some mobility to this core reaction, allowing to the guardian to move a little bit before getting the in the way of the blow; after all, who doesn’t want to fling themselves at the frail wizard as an archer’s arrow flies toward their heart, dramatically screaming “Nooooo!”?
- Taunt: We wanted to test an extreme version of this ability so we could get your opinions, and we got them! In the current version, the bonus the target gets to attack the guardian essentially negates the advantage of their increased armor proficiency; for the less extreme revision, we’re considering focusing the ability on the penalty it confers to attacking the guardian’s allies. Whether or not this final version operates off of a saving throw or something else depends a lot on the specific implementation, so we’ll be reviewing some possible directions.
- Armor Specialization and Resistances: The concept of armor specialization might seem to fit the guardian very well, but that game element was designed to mesh with the abilities of other classes. After playtesting and going through the feedback, we feel it could be a little confusing that the resistance granted through Intercept Strike was different than the armor specialization resistance, so we’re looking at giving the guardian their own generalized resistances that apply in multiple situations!
- Feats: With the changes noted above (and some others we’re working on), some of the guardian’s feats will need a bit of reworking and recontextualizing to cohesively fit together in the final version. And, yes, I know Hampering Sweeps is too good for this world! But I’m hoping the idea of it will live on...
Of course, there will be other tweaks that we’ll make to the class as it goes through its post-playtest revisions. We’re sure that the final guardian will be fun and exciting to play for all of you who want to portray a character who goes to great lengths to protect their allies in a fight!
Jason Keeley (he/him)
Senior DesignerMichael Sayre (he/him) )
Design Manager
Battlecry! Playtest Debriefing
Tuesday, July 16, 2024