|
Post by johndramey on Oct 26, 2013 3:48:56 GMT -5
Just a thought, but there might need to be some tweaking of the melee talents. Unless I am seriously mistaken Crusing Blow doubles its damage every level while maintaining a low sp cost. With level 2 Crushing Blow and a 2 handed infantry sword my max damage is 28 + 16 so 44. If crushing gains doubles each level CB 3 will be +32, or if it scales it'll be +24. Either way that seems like a lot of extra damage, much more than the base of the weapons.
Also, maybe increasing their AP cost would be good. As it is now there really isn't a big reason to not use them. Yes, they cost sp, but the cost is actually quite small. Making them cost (weapon + 1ap) would give us a clear choice. Should I add damage/accuracy/etc to my attack at the cost of swinging so much, or just swing away and hope?
And while researching this I tried out the thief's Torrent of Steel skill, it is really amazing. Don't know how it scales, but that might need some tweaks too.
|
|
|
Post by fallen on Oct 26, 2013 15:12:32 GMT -5
johndramey - Crushing Blow adds +8 damage per power, maxing around +80. 28 + 16 damage is pretty solid and you should be bringing down rats mightily. They are going to hit you a lot tho. The entire game scales, so the end game weapons can do upwards of 150-400 points of damage. Not saying there is not a balancing issue here, just adding some data points, you guys have just seen the very early game. I'd expect you to be shopping almost every other level trying to find, loot, or buy a weapon with more damage. And the same for armor with more protection. The monsters are certainly going to be hitting that hard or harder in some cases. The question about Empowered Attacks vs. Basic Attacks I am taking over to the Saturday question for Heroes! Thanks for bringing it up!
|
|
|
Post by johndramey on Oct 27, 2013 16:39:44 GMT -5
I'll go check out that question thread, then! Glad to hear that there is a scaling of everything in the game. As it is, in the alpha dungeon the melee abilities (especially Crushing Blow) feel a little too powerful. I'll reserve judgement until we can see a little bit past level 3, though
|
|
|
Post by fallen on Oct 27, 2013 20:43:05 GMT -5
johndramey - perfect. Keep the feedback coming. The goal is to make them powerful enough that you want to spend the SP. They need to provide a compelling advantage over your free talent. Maybe monsters need more HP or armor instead.
|
|
|
Post by Lesleyr on Oct 28, 2013 15:52:14 GMT -5
I'll go check out that question thread, then! Glad to hear that there is a scaling of everything in the game. As it is, in the alpha dungeon the melee abilities (especially Crushing Blow) feel a little too powerful. I'll reserve judgement until we can see a little bit past level 3, though Only if you can get the Outlander to actually hit anything. Got a single Deathkin who regularly flattens the entire party. Hopefully that improves with training. Very nice artwork on the Deathkin by the way, those blades of his gives a deadly feel to his attack.
|
|
|
Post by slayernz on Oct 28, 2013 16:48:43 GMT -5
Yeah, I've noticed that EVERYTHING seems to be able to hit your party. They very seldom miss. On the other hand, your party must be wearing blindfolds and their attempts at attacks are literally random stabs in the dark with the hope that they might actually strike something solid.
I'd like that a little more evenly balanced ... either: * reduce the enemy's accuracy, at least for basic creatures like spiders and ratkin * increase the accuracy of the party against basic creatures * reduce the number of attacks for the enemy * reduce the AP cost for things like the outlander's sword and cleric's mace.
Actually ... even just the first two parts would help tremendously. When one of your party loses over 200HP in one turn from 3 bladed enemies and 2 archers, you know there is something unbalanced.
|
|
|
Post by fallen on Oct 28, 2013 21:29:05 GMT -5
|
|
|
Post by slayernz on Oct 28, 2013 22:01:22 GMT -5
Lesleyr was playing brutal last I heard ... I was testing out Hard.
|
|
|
Post by Lesleyr on Oct 28, 2013 23:55:46 GMT -5
Brutal. It is a pity the continue button doesn't restart say a turn or two earlier as pushing it leaves me in the same mess without a chance to change any of the party's positions.
|
|
|
Post by beuns on Oct 29, 2013 0:03:25 GMT -5
Lesleyr was playing brutal last I heard ... I was testing out Hard. I have the same feeling that Lesleyr and slayernz that above normal difficulty the enemies (even the "easy" ones on brutal and nightmare) are hitting me almost at each try but on the other hand, I have a lot of problems to land a hit. And that giant rat !! Two of them kill my full healthed outlander before he can even react... IMO it's a bit unbalanced but I generally play games on normal to get the fun of the story and not the frustration of the too numerous killings so I may not be a good tester for high difficulties.
|
|
|
Post by johndramey on Oct 29, 2013 4:26:34 GMT -5
I've recently started, and am about halfway through, a Nightmare run currently. I'd say the challenge is just about perfect, my hit\miss ratio is about.... 80\20? As I said in other threads though, I almost exclusively use empowered attacks.
The rats are a little scary at the moment, if I see one I almost always focus fire on it till it's a bloody mess. Then again, I am a bit of a sadist in these kinds of games. I love max difficulty, and I think I've only been taken out once during the Nightmare run (so far). There have been a few VERY close calls though.
|
|
|
Post by fallen on Oct 29, 2013 10:10:00 GMT -5
One thing that is giving the difficulty curve an extra mean twist is that you may reach level 4 or 5 in the Cellet Void, but you are getting no opportunity to purchase new weapons or armor so that you are better prepared (increasing accuracy / parry / damage / protection) to face more challenging enemies. That should have a positive effect on your overall effectiveness.
|
|