@Skellymax
@lemmy.worldBest driver for each blade/weapon at endgame is an easy question to find answers for.
My question is, how should I be spending core crystals throughout the game? I know that at endgame Rex can bond all blades, but I would wager that using no crystals on him for a massive portion of the playthrough is likely not a viable option for a novice.
Should I just feed each driver equally? Is there something I should fish for, and then back off the bonding once I have it? What do I need to have a serviceable team in the early-to-mid game? What mistakes should I try to avoid in regards to giving crystals to drivers?
I'm not asking for a 'good build'. I'm asking for 'a methodology for developing a good build as I progress through the game'.
An adjacent question is what to do with Tora/Poppy? I'm personally not a fan of Tiger-Tiger and would rather not interact much with it, but the DLC pack gave me a bunch of ether. I suspect I can't use that ether to completely make her an endgame fighter (and I wouldn't want to do that even if I could), but I figure I might be able to buy upgrades for Poppy to make her a serviceable crutch until I can replace them with a standard driver. Any suggestions on how viable this method would be, or how to go about doing it?
Capstones are rarely acquired in actual play since next-to-no groups manage to get to 20. Even published adventures tend to end at 18, or see very little content beyond 20. Having capstones at 18 would enable more groups to be able to actually play with these cool superpowers.
Epic boons may feel a bit flavorless compared to features handcrafted for specific classes, but there isn't much point if no one is playing with them. And even if an epic boon isn't tailored to a class, they can still make a significant impact for those few who do make it all the way to 20. I see it as a reward for the victory lap, rather than finishing the race. It would even give impotence to the concept of running a 18-20 campaign, and I could easily see myself running this kind of game.
Fighter, Paladin, and Sorcerer have subclass progression beyond 18, which would disrupt WotC's shift to re-standardize subclass progression. But a simple nudge of those features could easily be done in a mere side-note added to the new handbook without disrupting game balance or adding much complexity.
I can't argue against there being a definite novel righteousness about a class' big superpower coming online at 20. But I feel that the impact of shifting that spike to 18 is both healthier for the game and not as detracting as one could expect.
I'd love to see a complete rollback on the decision to standardize subclass progression with the 2014 version, but that's a whole separate can of worms.
Does anyone disagree? Are there merits to the 20th-level capstone that I haven't accounted for?