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Showing results for tags 'Game Balance'.
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Title says it all. I am trying to take out Sabel but there seems no way to do it without getting massively pounded into the ground. For one thing all the Magus have a full compliment of offensive spells that act 4 times faster than anything I can throw at them. They move incredibly fast. And how come they get sworn enemy I thought that was a Paladin only talent? And how come none of my spell effects last 45 seconds or more? Have to say this Crägholdt map is turning out to be one of the toughest I have come across. Almost all my party is 13 lvl now save one 12 but really I don't see how I can match 5 Magus unless I go in with 5 Magic users myself all with arcane reflection enable instantly. Am I doing this all wrong?
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From update #29: We would like our armor system to accomplish the following goals: ... disassociate armor value from class type in favor of different build types. E.g. a wizard can wear heavy armor and be a different type of wizard instead of just "a wizard who is bad". So, that is a definite statement for the game mechanics (as it was announced earlier several times). For me its a essential one as it produces imho the biggest armor problem - how to combine wizards and armor? I feel that the best solution for this system is to have different armor types result in different bonusses. That also corresponds with the real choice goal. I assume they are Padded, Leather, Studded Leather, Hide, Scale, Chain, Splint, Plate (Tier 2), Field Plate (Tier 3), Full Plate (Tier 4) (also mentioned in update #29) The bonusses could be ... almost everything! So please write and comment what you think about this idea. Below are some possible boni for the armor types in the game. So here comes the bonus section: Padded (10-20%) resistance vs. blunt weapons. (20-40%) resistance vs. cold or electricity Leather / Studded Leather gives (20-40%) bonus to hide in shadows improves charisma (10-20%) Hide gives bonusses corresponding to animal origin of the hide: wolf: (10-20%) faster attack speed bear: (20-20%) higher strength/damage tiger: (10-30%) higher movement speed ... Scale (10-30)% chance to miss when attacked by daggers / swords and arrows Chain (10-20)% damage resistance vs. all weapons Split (15-40)% damage resistance vs. missile weapons Plate (20-30)% damage resistance vs. melee weapons BUT decreases agility by (5-10 %) Field Plate (30-40)% damage resistance vs. melee weapons BUT decreases agility by (15-20 %) Full Plate (30-40)% damage resistance vs. all weapons BUT decreases agility by (5-10 %) HIGH STRENGTH NEEDED
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