Re: (Nutaku) Milenium War Aigis (English Version)
An important fact that has not been brought up:
Each has its own assigned growth variables. As each unit in the class levels, they follow this basic progression towards its inevitable end point in regards to their HP, ATK and DEF growth. Units NEVER stray from these variables by themselves. This variable's progression is modified only by starting stats. Passives, affection and so on mask this to a degree.
Along with basic characteristics(is it ranged or melee? how many blocks does it have? does it deal magic or physical damage? does it generate UP on kill? does it have a damage bonus/tokens/aoe as part of its regular attack/a skill activated effect like rune fencers/pegasus? does it have a withdraw bonus?) this is what defines a class in Aigis.
This is true. It does add a certain level of strategy to building a team. But I don't see it being utilized very much.
The major reason for this is because Nutaku Aigis has been incredibly slow in regards to releasing its content until recently. That is to say, most key unit buffers remain unreleased.
If you pay attention to the DMM side though, you'll see high-end players with team compositions like this:
A melee-centric team with over 50% attack buffs for them, and melee units that can hit range. Has additional buffs for Prince, Emperor, Rune Fencer and Sieglinde.
Gunpowder-themed combo team with huge boosts for pirates that can let you get out like four pirates within like 30s.
To return to the original point though... my own interpretation is this:
Classes are important for differentiation. I don't know how much you've used rogues and monks, but their performance in action is much different than just the simple addition of +1 block. Pegasus riders cost a lot more valkyries BECAUSE they become 0 block/aoe during skill - their stats are actually worse. Even some of the most samey classes(mages and bishops) are feeling distinctly different as time goes on due to balance changes.
The other, perhaps more important thing - maybe THE most important thing not mentioned - is flavor. Flavor matters. A monk and a rogue should feel different, and they do, through art, aesthetics, animation and so on. Calling the black monk Alice a rogue would be doing her a disservice because she simply doesn't feel like one. Calling Liddy a Valkyrie would be weird because of games like Fire Emblem where there's a distinct separation between standard cavalry and pegasus knights. Even with mages and bishops. No one ever thinks of a mage as a healer, but a bishop? Yeah, I could see that. Aigis thrives on its references and callbacks too. Cornelia is a dark knight, but then becomes a paladin, like a certain dark knight in a Final Fantasy game. This sort of stuff is all over in Aigis.
Putting all characters under six or so labels would be doing everyone a disservice mechanically and flavor-wise. The way it currently is, characters have a much stronger overall identity. This feeling of identity is important to players as Aigis quite deliberately plays at certain fantasies and fetishes its players have.
So yeah, totally fine with a bunch of classes. I just wish they'd hurry up and AW/AW2 more of them in DMM already.
