Post by vdx on Oct 23, 2014 14:09:52 GMT -5
This came up indirectly in a thread by abysmal but inorder to have a more concise and specific discussion, I opted to start a new thread.
Q1: Is there simply too much gold in the game?
-or alternatively-
Q2: Is there simply too much loot and gold in the game?
Discussion:
The more loot that is found, the less the party needs to buy equipment and the more gold the party gets from selling the surplus loot, which fuels the gold issue.
Late in EP 2, there's a 20k or so piece of armor (well worth the price) but at that point in the game, 20k is only a small dent in your pocket book.
Even on Nightmare, I've never had a problem buying the best equipment with thousands of left over gold. As a playing style, I rarely buy options etc from any game and continued that habit in HoS, which made for the occasional tight spot on SP intensive builds but nothing worth noting. Buying potions with the surplus gold seems to make even a SP build unstoppable which as I realized as I opted to stock up on potions before entering the Cult Temple on this play through. I had enough gold on Nightmare to buy more Minor Sprit Potions (300-380 SP) than I could possible use in the temple. Seriously, I'm running out of things to blast with over powered attacks.
The over abundance of SP potions means I don't have to worry about any equipment that adds SP, seriously what's an extra 112 SP (Torc of Solitude) when I have essentially an infinite supply of SP? The result is the ability to focus on HP, Damage etc ads (hey, extra HP is needed as hitting zero HP is death, where hitting zero SP is simply "time to refill." Thus the over abundance of gold tweaks the balance of equipment bonus.
Also, with the inclusive of stronger HP and SP potions along with incantations and tombs that can remove curses, sustain active buffs etc, the extra gold becomes a easy way to have a massively powerful party simply from item use. It leads to discussions that the potions etc out preform talents, esp for the healer. Why spend AP and SP to heal when each character could simply use 1 AP to use an item that heals the same, or often more, at no SP use? Why invest in Purifying Breeze if using a Tomb of Cleasing plus a potion uses less AP and costs no SP?
For example: Basic Healing Talents Compared to Item Use
Level 7 Myshana's Tears uses 3AP and 42 SP. It heals 320 (+7x Lore) HP.
Level 10 Purifying Breeze uses 3AP and 82 SP. It removes cureses and heals 244 (+10xLore) as a 5x5 AoE.
An Infused Healing Potion costs 1 AP to use and heals 280-360 HP.
Tincture of Vitality uses 1 AP. It heals 200-400 to entire party, regardless of distance or spacing (AoE of entire map).
Tomb of Cleansing removes all Curses from entire party, regardless of distance or spacing (AoE of entire map).
There are numerous other healing potions and the stronger the potion, the rarer it is to find and the more costly it is to buy. However, given the surplus gold, cost isn't a factor. In addition, even if a party has to use two or three potions to mimic the effect of a healing talent, it's still comparable (and often better) than the AP and SP use of the healing talent. If every character can use 1 AP to consume a decent healing potion per round and one player needs to use a heal every one potion, there seems to be little reason to have a healer. The gold and item availability make the role more symbolic than anything else, so it seems.
Not having to invest in healing abilities, means a party could invest in solely attack and defense talents, which again tweaks the balance of the game.
Thoughts?
Q1: Is there simply too much gold in the game?
-or alternatively-
Q2: Is there simply too much loot and gold in the game?
Discussion:
The more loot that is found, the less the party needs to buy equipment and the more gold the party gets from selling the surplus loot, which fuels the gold issue.
Late in EP 2, there's a 20k or so piece of armor (well worth the price) but at that point in the game, 20k is only a small dent in your pocket book.
Even on Nightmare, I've never had a problem buying the best equipment with thousands of left over gold. As a playing style, I rarely buy options etc from any game and continued that habit in HoS, which made for the occasional tight spot on SP intensive builds but nothing worth noting. Buying potions with the surplus gold seems to make even a SP build unstoppable which as I realized as I opted to stock up on potions before entering the Cult Temple on this play through. I had enough gold on Nightmare to buy more Minor Sprit Potions (300-380 SP) than I could possible use in the temple. Seriously, I'm running out of things to blast with over powered attacks.
The over abundance of SP potions means I don't have to worry about any equipment that adds SP, seriously what's an extra 112 SP (Torc of Solitude) when I have essentially an infinite supply of SP? The result is the ability to focus on HP, Damage etc ads (hey, extra HP is needed as hitting zero HP is death, where hitting zero SP is simply "time to refill." Thus the over abundance of gold tweaks the balance of equipment bonus.
Also, with the inclusive of stronger HP and SP potions along with incantations and tombs that can remove curses, sustain active buffs etc, the extra gold becomes a easy way to have a massively powerful party simply from item use. It leads to discussions that the potions etc out preform talents, esp for the healer. Why spend AP and SP to heal when each character could simply use 1 AP to use an item that heals the same, or often more, at no SP use? Why invest in Purifying Breeze if using a Tomb of Cleasing plus a potion uses less AP and costs no SP?
For example: Basic Healing Talents Compared to Item Use
Level 7 Myshana's Tears uses 3AP and 42 SP. It heals 320 (+7x Lore) HP.
Level 10 Purifying Breeze uses 3AP and 82 SP. It removes cureses and heals 244 (+10xLore) as a 5x5 AoE.
An Infused Healing Potion costs 1 AP to use and heals 280-360 HP.
Tincture of Vitality uses 1 AP. It heals 200-400 to entire party, regardless of distance or spacing (AoE of entire map).
Tomb of Cleansing removes all Curses from entire party, regardless of distance or spacing (AoE of entire map).
There are numerous other healing potions and the stronger the potion, the rarer it is to find and the more costly it is to buy. However, given the surplus gold, cost isn't a factor. In addition, even if a party has to use two or three potions to mimic the effect of a healing talent, it's still comparable (and often better) than the AP and SP use of the healing talent. If every character can use 1 AP to consume a decent healing potion per round and one player needs to use a heal every one potion, there seems to be little reason to have a healer. The gold and item availability make the role more symbolic than anything else, so it seems.
Not having to invest in healing abilities, means a party could invest in solely attack and defense talents, which again tweaks the balance of the game.
Thoughts?