|
Post by johndramey on Dec 12, 2013 21:02:43 GMT -5
fallen - I figured as such. I think I'll probably just keep the light armor on Vincent though, I pretty much use him as a fast responder and melee everyone with him. Currently putting points in Strength and Blades so I'll hopefully be able to consistently land non-empowered hits with him.
|
|
|
Post by slayernz on Dec 13, 2013 3:16:02 GMT -5
I have Vraes wearing Leather Jerkin (22 armor), Banded Braces (+2 Armor), Kallassian Boots (+4 Armor, +1 Dodge) and a reinforced shield (+3 Parry). With this gear, Ratkin archers can't score a strike at all, and Ratkin soldiers only score damage in the low single-digits
|
|
|
Post by Alex Fury on Dec 17, 2013 12:39:46 GMT -5
[quote author=" fallen" source="/post/65764/thread" timestamp="1386867988" 1) For dual wielding damage and AP are summed. 2) We have an adjustment on our list to fix Light Blades, they will all come up to 2 AP, but with special rules for how they are used in Dual Wielding. As you pointed out, there is a balancing flaw there. [/quote] Hmm... Making the light blades (daggers effectively) 2 AP could be a sizable nerf for them. I do, of course want a good balance, but something that's designed for quick stab, compared to even the larger sweeping-slash of an actual sword (often easily 2-4+ times longer blade even for a 1-hander) and having both be the same AP cost can seem a bit unbalanced. Perhaps something more along the lines of less damage-penetration or the like, especially against some levels/types of armor? I remember a bit of 'alternative/additional' rules with one or two versions of AD&D that different armors were more/less resistant against different weapon types (Pierce/Slash/Bludgeon). And of course the critical range/chance/multiplier would vary depending on the type as well (3rd ed I think) Could balance it along those lines with the smaller 'stabbity' type weapons having a lower AP but limiting max damage much faster, yet allowing perhaps higher critical maxes and more/less damage penetration. ie: overall light-blade damage range: 5-10 (min) 15-20 (max), with perhaps some exceptions for unique/enhanced/special blades. Overall 1-H sword damage range: 5-20 (min), 15-50 (max), with same exceptions. Overall 2-H sword damage range; 10-30 (min), 25-75 (max), etc as above. For all of them, with Strength added in especially the 1/2-H weapons will have that min and max range increased even further. They're slower but they hit THAT much harder by default. it's only the rapid repeat-stab that would give the Light Blades (daggers) a chance to keep-up in damage, and the higher chance (or damage) of actual critical hits. Especially when you add-in that most of the usual classes to USE Light Blades are that much more vulnerable to damage due to lack of armor/constitution/hp/etc compared to the 'tanky' fighter types. Right now, I keep my thief usually in 2nd 'row' behind fighter if I can get a single-file type line-up, or perhaps for a first-round fight. send her up to stabbity a time or four, then pull-back one square to let the Outlander step in to plug and go head-to-head, with the Thief then doing support with bows (2AP makes a lot of sense to nock/draw/shoot)
|
|
|
Post by fallen on Dec 17, 2013 14:24:03 GMT -5
Alex Fury - thanks for the thoughts. Not the direction we are heading, but good thoughts and suggestions! We will keep them in mind!
|
|
|
Post by morten on Dec 17, 2013 16:59:33 GMT -5
2) We have an adjustment on our list to fix Light Blades, they will all come up to 2 AP, but with special rules for how they are used in Dual Wielding. As you pointed out, there is a balancing flaw there. Enjoy! I am slightly concerned about how that will affect Vincent who cannot dual wield. Although at the moment I think the 1 AP weapons are a bit overpowered. Sent from my Galaxy Nexus using proboards
|
|
|
Post by fallen on Dec 17, 2013 17:30:41 GMT -5
Thanks, it will be for the best for the balance of the entire game! We will be sure to post an exposition about it when it lands, and probably won't do it until all the combat stats are displayed in the game so its more clear.
|
|
|
Post by Karjus on Dec 17, 2013 21:07:45 GMT -5
If you're doing it mostly balance the powers, have you considered making weapon powers/buffs scaling depending on the weapon used? Perhaps adding a % of the weapon damage instead of flat buffs?
|
|
|
Post by fallen on Dec 17, 2013 21:27:47 GMT -5
Karjus - we've looked at it, but dislike the complexity and the mix-n-match complexity that would fall out of it. I really like integer math for Heroes of Steel.
|
|
|
Post by bigchris on Dec 21, 2013 17:20:47 GMT -5
Silly question- how do I turn in the caravan quest? I cleared the areas west of oakswhatever town and found what I needed to find, but don't see a new dialogue option for the merchant.
|
|
|
Post by contributor on Dec 22, 2013 3:05:04 GMT -5
Did you go down into the cave by the wrecked caravan? There's more stuff to do down there.
|
|
|
Post by bigchris on Jan 8, 2014 1:53:50 GMT -5
Did you go down into the cave by the wrecked caravan? There's more stuff to do down there. Yeah, I found the chest of supplies. I even went back down there and scoured every inch...still nothing. Frustrating, this...compounded by the fact that it takes for-freaking ever to walk back through already-discovered territory.
|
|
|
Post by fallen on Jan 8, 2014 10:27:48 GMT -5
bigchris - which release of Heroes of Steel are you playing on? Have you gotten the v1.1.25 update? Before that update, you have to actually approach and then tap the burnt out wagons. Sorry about that.
|
|
|
Questions!
Jan 10, 2014 12:05:46 GMT -5
via mobile
Post by algesan on Jan 10, 2014 12:05:46 GMT -5
2) We have an adjustment on our list to fix Light Blades, they will all come up to 2 AP, but with special rules for how they are used in Dual Wielding. As you pointed out, there is a balancing flaw there. Enjoy! I am slightly concerned about how that will affect Vincent who cannot dual wield. Although at the moment I think the 1 AP weapons are a bit overpowered. Sent from my Galaxy Nexus using proboards Heh, not in NM at level 8/9+. The low damage of the 1AP weapons starts dragging them down in value. I 'll note that I could probably improve my Vince melee build, but I bet that would only buy him another level or so.
|
|