The specialities before revamp were all linked togather and was giving the feeling that if Sadida would manage to max all of them, it would be awsome fighter. As for now our specialities are split between 2 builds, and that just make half of them wasted, no matter wich way you gonna play. And that is bad design.
Lemme remind what the cool gamplay sadida had before revamp;
Doll speciality - we were summoning dolls that had 10% more of sadida hp then they are now. It was also 1wp cost to summon, but no ap involved.
Dolly sacrifice speciality - it was based on doll's max HP, wich obviously make it based on Sadida max HP. If i remember correctly sacrificing Blocker doll was giving Sadida ~8% max HP heal.
Voodoll speciality - it used to be Totem in beta, wich was used by many to trick monsters AI to attack it with aoe and damage one of the enemies like that (really funny tool). It was also the tool used by Sadida to level up faster in certain map location (small bridges for example) where Sadida could block the cell with it and keep using attacks on it to kill the enemy - this was a recompensation to "level up faster the support class", because using dolls was (and still is) slowing down the progress in fight as each doll take its own turn. It used to be fine spell that could be destroyed with pushback dmg only. They could simply improve it by making Totem with maybe 3 charges so that it can be destroyed with enemy direct dmg, instead of just pushback, but would still make enemy suffer when it attack it. It was worth the WP cost back then. Sadida could possibly summon 1 Voodoll for the whole fight, so it could effectively use Voodoll togather with other dolls summoned. Now its not happening as Voodoll dies too fast and is hurt even with ally dmg on it.
Tree speciality - this used to make Sadida invulnerable and heal 20% of max HP, wich was worth the WP cost as well. The only problem was that dolls had WP cost too, wich limited the use of this spell while using dolls.
Sic'em More speciality - it used to nettle all dolls by targeting enemy, wich then became their priority target. This spell however was only giving 50% dmg bonus to dolls, wich was very little for the 3AP cost, it used to have. However it also made dolls with unlimited MP, wich was awsome, but the AI of dolls was bugged back then and made dolls run about changing targets from one to another at random and never attacking, wich had to be fixed, instead of replaced with limited MP. There was also no condition of this spell so we could target ally with it, wich made dolls pass the turn instead of attacking anyone, wich also needed fixing, but the concept of this spell was great.
Explodoll - this spell was also based on doll's max HP, the more sturdy the doll, the bigger explosion it was doing, but obviously the longer it was taking for it to be destroyed too. IT was all fine, there was only problem with Dolly Sacrificie triggering this effect, wich needed change, and even though they finaly made it impossible for dolly sacrirfice to trigger explodoll, the dmg was also nerfed badly for unknown reason. this used to be Sadida's source of dmg based on its own HP, wich was like a bless for a support class who needed to stack HP for their dolls HP to be higher.
Doll Link - this passive used to be what Sadida was great about - it was making dolls take 20% of pain for Sadida (each doll individually). It made dolls die faster when Sadida got attacked, wich made it problematic vs aoe's but that was acceptable because it made Sadida receive less dmg in same time. However dolls were permanently dieing (they had WP cost and there was no WP refund) though Sadida could get WP back from initiative bonus, but that was taking too long to wait get it and it was just 1 WP, that anyway was often stolen by faster enemy.
Green Guard - this passive combined with doll link and explodoll was great combo. It made me think that Sadida was desired to tank dmg. When attacked, it was taking less dmg thanks to dolls summoned and in same time it had a change to make dolls stronger with green guard triggering, and eventually the dolls who took too much dmg were exploding dealing dmg in aoe. It was perfect combination and an awsome way for support class to deal with enemies.
Knowledge of dolls - it used to give 4 leadership, wich was really necessary to have as there was (and still is) very few items with leadership (Control) that give decent stats in same time and doesn't break the set bonus. No wit gives just 2 control, wich is not efficient. I also always had hope that this passive could make dolls more durable or stronger, but it never happened. It used to be named Savoir-Faire before, but thats on side note.
Still Life speciality - it allowed Sadida to ressurect when killed, wich gave Sadida the last laugh when Sacrier got killed, and then clinged to life to finish off the Sadida - this passive was making Sadida win, even though it was about to loose. The doll reincarnation form was very weak though and had no ranged spells, wich needed improvement. The HP of reincarnated form was also very low and lacked resistance, but overall it was fine ability as it was not KO'ing the dolls that were already summoned beforehand, wich means Sadida could still deal some dmg with dolls supporting it. The Voodoll was also not dissapearing when Sadida was ressurecting, wich was really awsome combination of specialities to work togather.
As you can see every speciality was viable before and Sadida could choose wich one to level in what order with a goal to one day get all of them to be super effective class. Now the dream is gone as half of specialities just doesnt work well with the other ones.
What we have now is poor design. I hope they change it back, just leave WP refund to dolls as its the only thing that was nice and really important about the revamp.
This post has been edited by Kikuihimonji - September 28, 2016, 00:21:11.