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hansbricks12

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About hansbricks12

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  1. I think increasing all damage caused by a flat amount might work. Reducing health would require rebalancing healing, and increasing accuracy has problems with crit as well. It also has the side-effect of making initiative more valuable as a stat. If battles were shorter with both players and enemies being more vulnerable, then being 1-turn ahead of the enemy would also be much more powerful. Dumping dex would be much more dangerous if the enemy could K.O. your guys right from the start.
  2. What about reducing health overall? This would shorten the combat AND make initiative more valuable. In every turn-based game I have ever played initiative is perhaps the most consistently powerful stat. If battles were quicker overall, it would make it's significance much more prominent. From my point of view it should be a direct port as much as possible. Attributes, skills, spells and whatever should have the same purpose/function as in RTWP. Of course there have to be made adjustment, but the basic idea should be kept. I believe the power/stamina system Dead Inside suggested
  3. I also think people are generally under-valuing initiative right now and we should wait until it gets balanced a little better. Currently it's value is being severely undercut by a bug which causes the player party get a free round in practically every combat, as when combat begins you start in a round with you and only a few enemies that initiated combat with you. The game also seems to be giving a free "surprise" round when you start combat from stealth. Add to this that a lot of enemies seems to have very high initiative, such that even my characters with heavy armor, modals, two-handed and
  4. They could do something to make initiative more powerful, such as getting a full "surprise" round to act. You would then be at the beginning of the first round as well, essentially getting two turns in a row. They could take the 5 lowest initiative scores in any given fight and give those a full surprise round to act, then will act again in round 1 before the other combatants.
  5. In any case, we should get a list going of areas most affected by the initiative/action point trade-off imbalance that should be addressed in a balance pass. I'll start. Armor - I think this is an obvious one, other than casters I think the value of heavy-armor outweighs the initiative cost. Reducing movement points would be a good start, as they seem much more valuable in turn based mode. Even reducing movement by 50% for the heaviest wouldn't be enough in my opinion, as this would be easily negated by stride skills, of which there are many. 60% reduction would be reasonable I think.
  6. For argument's sake, we can't forget that there needs to be balancing towards the fact that players can't react to things like the enemy switching targets or trying to sneak over to your backline. If they manage to slip through your plan and do something you don't want them to do, you have to just sit there and take it. Characters with high initiative acting more often than other characters would be more dangerous because of that alone, so it can't be a perfect 1:1 of action speed to initiative. This is a perfect example of how action speed's power gets magnified when you switch from a
  7. I actually enjoy the current action economy, and changing the initiative system to one where 3 initiative acts twice as much as 6 just makes it the new best stat to max for pretty much every class. I like that the changes to action speed have shaken up the meta, and would prefer to just balance the current system around rounds. All the problems people are complaining about stem mostly around how action speed was simply swapped with initiative, making previous trade-offs between the most powerful dps stat in the base game and heavy armor or weapon modals unbalanced. These could be brought b
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