Hybrid class thoughts in Massive Chalice Posted January 20, 2015 Finally wrapped up my 0.90 playthrough, and I'm still pretty not-enthused about the hybrids. It kinda feels like we had red, orange, and yellow crayons at first, but when we decided to expand the collection, we picked up red-orange, orange-red, orange-yellow, and yellow-orange. They're visibly different and not inherently bad colors, but our overall range hasn't really expanded at all. Attempting to keep this relatively quick... (1) Pure classes basically ceased to exist after the early game. This is partly because I used my 3 families/5 keeps model, and inbreeding restrictions put a damper on getting pure Cabers or Alchemists. Hunters never really had a chance, since they only had 1 keep to work with. I never really paid attention to what hybrid was going to be coming out of a keep - dealing with Traits, Personalities, fertility, and relics was plenty. (2) Hunter hybrids are terrible. I think the base Hunter nerfs were a little much to begin with, but these hybrids are truly the "worst of both worlds" model. (3) Caberjack hybrids are usable but generally feel worse than base Cabers. Shadowjacks are at least somewhat unique thanks to stealth and the reliable stuns of Knockback, but Blastcappers mostly struck me as "worse Caberjacks who happen to have acid." I used Explosive Caber for its intended purpose maybe twice; I found it more useful as a way to not kill enemies (since it doesn't appear to be able to crit), allowing me to build up other heroes and their relics. (4) Alchemist hybrids are strong, but not really that interesting. Notably, Brewtalists are murder machines for much of the game, but the lack of Free Throw hurts them a bit in the final battle. (5) I think one of the things that makes hybrids such a dubious prospect to me is that you get to choose your skills in the first place. The base classes are already somewhat flexible, and I found the hybrids frequently leaning towards the original skills in their trees over the new ones, further failing to distinguish themselves. If hybrids absolutely must be in the game, they might be better served by being "upgrade" classes that you unlock (meaning a Brewtalist is an Alchemist with EXTRA abilities rather than having tradeoffs) or by making skills a fixed progression rather than a tree. (6) Not inherently hybrid-related, but Fury and Chalk One Up both feel too weak to matter right now; they rarely change how many attacks it takes to kill enemies. I.E. dealing 33 damage is almost exactly the same as dealing 30 damage when the bad guy has 40 HP. Go big! I'm thinking of Chalk One Up along the lines of "+50% damage if you killed an enemy last turn," forcing the Hunter to maintain the pace of the action to keep his buff. Or +100% damage. Or a guaranteed crit. But it needs to be noticeable, especially as a capstone ability.