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Post by John Robinson on Oct 28, 2013 22:51:32 GMT -5
John Robinson - its on our list to look at! They will retreat if they can get smarter. Thanks! For adding it to the list.
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Post by John Robinson on Oct 29, 2013 4:10:45 GMT -5
fallenThanks again for the definitions, one followup. Resistance is natural armor against magical attacks, and helps reduce curses. Toughness is natural armor against physical attacks Protection Stone skin improves it, curses weaken it. Considering the above definitions how is protection different? Great News! I'm understanding game balance much better, and winning! One important thing for me was not to return to the menu and lose the map. Was also confusing gray areas with black (turned up screen brightness). The little orange icons on the floor when near a campsite are helpful. At level 2 killed the Deathkin and his minions with combined attacks, anguish, chocking dust, flaming blades, stone skin, and buffing cleric healing. My wife who is helping me test, was getting slaughtered on normal level, and provided input to my original thread. She is now playing Hard Difficulty, and Winning! To better understand some of my problems playing I have gone into low gear, looking closely at combat. Looking at the amount of damage my character did to a monster, from that estimating what the true total HP it had at the beginning of combat. I was writing down a few battles blow by blow. I plan to revisit the balance when I know more from this player's view. Thanks for the quick feed back
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Post by johndramey on Oct 29, 2013 8:03:44 GMT -5
Resistance is natural armor against magical attacks, and helps reduce curses. Toughness is natural armor against physical attacks Protection Stone skin improves it, curses weaken it. Considering the above definitions how is protection different? I, too, would love to hear more about this. John Robinson pretty much stated it exactly as I understand it, so is he right? AoE size will increase with either the talent or the talent's skill (Conjuring, Lore, etc) or a combination of both. Still in the works here. We aren't going to be able to start adding "talent use variants" that allow you to change its parameters when using it tho like empowered or extended. No worries about adding that kind of modifiers, I totally understand that is probably not possible without rewriting a lot of stuff. Glad to see you guys considered extended AoE though, that should make mass curses and the like cake. Really good! I'm having trouble locating the camps to level up. Anybody know how many there are? If I remember correctly, there are 4 in the level. One at the very beginning, basically the middle of the bottom of the map. 2 of them are in the middle area, one near a ratkin area and the other behind some high-ground. The last is near the end of the dungeon. Don't be afraid to backtrack if you can't find one and are really hurting for HP/SP, they are there and you never have to worry about enemies respawning. Giant Rat is eating my party for lunch. I often watch my Oulander die from multiple hits. I wondering if "Natural Weapons" get more attacks because I get way back to make it use up AP but still get hit, and man he hits hard. Any ideas? Does anybody else wish this monster could get tweaked down a little? Agreed, the Giant Rats are BRUTAL. It is a little strange for them to be the scariest enemy in the dungeon, maybe toning them down a bit would be nice? However, maybe they are (in lore) the scary guard dogs that ratkin use? I guess they could be something like wargs, and in that case I can understand their scariness. Wargs were, in DnD at least, evil, scary things that were general not worth fighting.
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Post by slayernz on Oct 29, 2013 15:53:41 GMT -5
"Rodents Of Unusual Size? I don't think they exist. "
Yeah, they are nasty. One almost took out Dread Pirate Roberts!
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Post by rabidbite on Oct 29, 2013 19:36:10 GMT -5
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Post by fallen on Oct 29, 2013 23:38:11 GMT -5
Team - I'm doing a little bit of work on the giant rat's balance. He will be more of a tank but potentially less of a mauler.
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Post by beuns on Oct 29, 2013 23:48:54 GMT -5
Team - I'm doing a little bit of work on the giant rat's balance. He will be more of a tank but potentially less of a mauler. That would certainly help in some fight(s ?). Thanks fallen
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Post by rabidbite on Oct 31, 2013 16:18:43 GMT -5
Ok so, continuing my adventures in Brutal mode.
Once the Wizard gets his lvl 2 firebolt, it hits. The monsters deal considerable damage, BUT, I can hit them back. That means I can develop strategies since I will have a good chance to do damage.
The Thief basic range attack, starts to loose its punch, but I am still using lvl 1 weapons so .. who knows, which is good because the +3damage Aim Shot finally does a little more damage than the basic ranged attack. Thus, I find the scale slowly balancing out. Empowered attacks SHOULD do more damage than basic attacks or have certain advantageous effects for their cost.
I kind of like the very deadly big rats. They hit hard, sure, but as long as I can hit them, the challenge is well welcomed.
Not sure if the Deathkin is beatable at lvl 2 because I haven't fought one at lvl 2. Only met them at lvl 1. I know that at lvl 1, Brutal, I'm (not joking) 36 attempts to 0. That is to say that I have failed to significantly damage a Deathkin with a lvl 1 team versus a lvl 1 deathkin, using strategy, kiting, running, screaming, cursing, buffing, and tears. They have upwards to 120 HPs, and my best damage output on them is around 22. I've still to try out my Circle Kiting strategy since I haven't run into any Deathkin spawns again.
rabid
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Post by slayernz on Oct 31, 2013 16:50:28 GMT -5
Deathkin are bastards ... I have to say that because they take multiple turns to bring down and can deal some pretty nasty damage. Also, they are never alone, so while you are concentrating all your firepower on the DK, all the Ratkin and their archers are peppering you with sharp sticks! Haven't tried facing them on Brutal ... don't even want to think about it
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Post by rabidbite on Oct 31, 2013 21:37:02 GMT -5
So I get to the waystation. How do I move to the next dungeon?
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Post by fallen on Oct 31, 2013 22:17:35 GMT -5
rabidbite - that is the end of the map! Great work! In P2, that will take you to Granthorn and continue the adventure.
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Post by evmaker on Oct 31, 2013 22:18:20 GMT -5
So I get to the waystation. How do I move to the next dungeon? There isn't a next dungeon that is the end of the dungeon unless you want to go through the rest to make sure you cleared everything or start a new team to try a different difficulty or different skill/talent combinations. Edit: And I'm too slow fallen beat me to it
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Post by John Robinson on Nov 1, 2013 1:05:11 GMT -5
Team - I'm doing a little bit of work on the giant rat's balance. He will be more of a tank but potentially less of a mauler. I was wondering if the Rat is using a "buffing" talent. Just before he appears on screen. I often see the green swirl of light similar to a curse. There is no shaman nearby, so I was wondering if the rat had this ability? Will monsters we encounter in the future, have the ability to buff themselves, like the Outlander, without the aid of a Shaman? Resistance currently displays when tapping the monster, Do you think it worth while to add Toughness on ths same line?
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Post by fallen on Nov 1, 2013 1:31:21 GMT -5
John Robinson - the monster details screen is far from complete, we will get Toughness in there eventually. We don't want to spoon feed you all the stats tho Some very nasty varieties of Giant Rats can buff or heal themselves. Ratkin train and release these feral beasts as wardogs, and the pets of shaman's may learn special talents.
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Post by fallen on Nov 1, 2013 1:31:39 GMT -5
Oh and yes, monsters will have all sorts of magical attacks, curses, buffs galore.
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