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vcntmnd

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About vcntmnd

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  1. I just want to throw out that the increased health, soul mirror (reflect missiles), rooting pain (aoe on wound) and duality of mortal presence (stance modal) still make monks decent enough tanks, no?
  2. Agreed, I was under the impression wounds offered some mitigation, has anyone actually tested this?
  3. Side note when I say balance fast single handed weapons against two handers of course I mean dual wielded. they will likely need to up the accuracy bonus quite a bit to make single weapon a viable style, but it can be done. They could go even further and give weapon and shield an accuracy bonus to bring it closer in line DPS wise, allowing sword and boards to do consistent, albeit lower, DPS, then give dual wielders a small accuracy penalty. Vs shielded armour you would prefer a 2 hander, unless you had sufficient weapon bonuses (rogue, barbarian) to warrant dual wielding. Untalented lower accuracy also fragile classes (priest, druid) would prefer sword and board due to the accuracy bonus. The system could line up rather neatly, it just requires some balancing.
  4. Yup. The usage of flat integer DR (as opposed to % reduction) lends itself very naturally to this kind of imbalance, and it's not at ALL easy to fix. Should be relatively easy to fix, find your mid range moderately armored base DR, balance fast single handed weapons to outperform slow two handers in this range, then make might damage % apply after DR reduction. 2 handers gain versatilty (never ineffective, high alpha) and 1 handers become usable. Fast weapons do more DPS and are rewarded for choosing the right tool for the job, but suffer vs armor strengths or tough enemies. Also making might apply after DR reduction curtails the massive DPS difference between a high might and a low might character.
  5. Currently combat seems heavily geared toward high damage per hit weapons, its not guns specifically, just slow 2 handers that feel OP. And fast 1 handers do very little.
  6. I for one agree, I'm still playing of course, but combat has some pretty serious imbalances. I don't feel that spellcasting is too slow, but combat is definitely too fast. the damage disparity between light and heavy weapons is massive. Combat is HEAVILY weighted towards DPS. Many useless abilities, MANY useless talents. Parts of the game system feel like they missed their final balance pass. The underlying concepts are good, DT, weapon types, they just need to give it a once over.
  7. But triggered AI gives you the freedom to automate the simpler classes knockdowns and flame strikes and just focus on placing spells for your casters, you're not trying to automate difficult fights/choices/targeting, just the more repetitive aspects.
  8. In no particular order... a few early thoughts. First, I like it, great atmosphere and I very much appreciate the more mature themes over the old IE games, the art is great, combat is fun. A small amount of diminishing returns on particularly high/low stats would be a good thing, and would serve to make varying builds more 'in line' with each other. Combat is much too fast, and on a related note heavy/DPS style weapons WAY outperform lighter or more defensive options, in some cases 5-10x the DPS. Because of the exponential value of multiple units, (think command and conquer, where 2 tanks are 4x as strong as 1 tank) even a 10% DPS increase is valuable on a unit that isn't taking damage. I strongly suggest bringing the offensive options in line with defensive options. All things being equal a defensive fighter should win a one on one fight by a significant margin, simply because damage per second is so inherently powerful by its very nature. Also contributing to the above, the game is very alpha-strikey. While this was fairly true in IE games and should remain true for specific classes/builds, a good fight is when you don't know if you're going to win until the very end. Stacking armor debuffs, bleeds, and more back-end damage effects can go a long way toward improving this. Anyway, great job, I look forward to the next patch (and I hope its not ALL bugfixes )
  9. I for one love triggered/programmable AI, its easier to program and it enables the player to decide exactly how much automation they want for their party.
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