Jump to content

Search the Community

Showing results for tags 'balancing'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Obsidian Community
    • Obsidian General
    • Computer and Console
    • Developers' Corner
    • Pen-and-Paper Gaming
    • Skeeter's Junkyard
    • Way Off-Topic
  • The Outer Worlds
    • The Outer Worlds
  • Pillars of Eternity II: Deadfire
    • Pillars of Eternity II: Deadfire Announcements and News
    • Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
    • Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
  • Tyranny
    • Official Tyranny Forums
  • Pathfinder
    • Pathfinder Adventures: Announcements and News
    • Pathfinder Adventures: General Discussion (No Spoilers!)
    • Pathfinder Adventures: Characters Builds & Strategies (Spoiler Warning!)
    • Pathfinder Adventures: Technical Support (Spoiler Warning!)
  • Armored Warfare
    • Official Armored Warfare Forums
  • Pillars of Eternity
    • Pillars of Eternity: Announcements and News
    • Pillars of Eternity: General Discussion (NO SPOILERS)
    • Pillars of Eternity: Stories (Spoiler Warning!)
    • Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity: Technical Support (Spoiler Warning!)
    • Pillars of Eternity: Backer Beta
  • Pillars of Eternity: Lords of the Eastern Reach
    • Lords of the Eastern Reach: Announcements and News
    • Lords of the Eastern Reach: Speculation & Discussion
    • Lords of the Eastern Reach: Kickstarter Q&A
  • South Park
    • South Park: The Stick of Truth: General Discussion (NO SPOILERS)
    • South Park: Stories (Spoiler Warning!)
    • South Park: Characters Builds & Strategies (Spoiler Warning!)
    • South Park: Technical Support (Spoiler Warning!)
  • Dungeon Siege III
    • Dungeon Siege III: General Discussion (NO SPOILERS)
    • Dungeon Siege III: The Chapterhouse - Character Builds & Strategies (Spolier Warning!)
    • Dungeon Siege III: Odo's Scribbles - Stories (Spoiler Warning!)
    • Dungeon Siege III: Technical Support (Spoiler Warning!)
  • Fallout: New Vegas
    • Fallout: New Vegas
  • Alpha Protocol
    • Alpha Protocol: General Discussion (NO SPOILERS)
    • Alpha Protocol: The Op Center - Stories and Strategies (Spoiler Warning!)
    • Alpha Protocol: The Service Record - Characters, Builds, and Beards (Spoiler Warning!)
    • Alpha Protocol: Technical Support (Spoiler Warning!)
  • Neverwinter Nights 2
    • NWN 2: General Discussion (No Spoilers)
    • NWN 2: Character/Builds/Strategies (Spoiler Warnings)
    • NWN2: Technical Support (Spoiler Warning!)
  • Star Wars Knights of the Old Republic II: The Sith Lords
    • Star Wars: General Discussion

Blogs

  • Chris Avellone's Blog
  • Neverwinter Nights 2 Blog
  • Joshin' Around!
  • Adam Brennecke's Blog
  • Chapmania
  • Pillars of Eternity Backer Site Blog
  • Pillars of Eternity Support Blog
  • Pathfinder Adventures Dev Blogs
  • Obsidian Marketing and Market Research Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


MSN


Website URL


Yahoo


Jabber


Skype


Location


Xbox Gamertag


PSN Online ID


Steam


Interests

Found 3 results

  1. I'd like to discuss about the current attribute system, because the system is a little unbalanced, especially in the case of Constitution and Resolve. Generally, Offensive/Active stats are considered as being more attractive, because those stats are effective for every characters; either Damage Dealer or Tanker. For example, Might is very effective, may be OP, for every characters, even if for Tanker, since the character even may attack nearby enemies via Disengagement Attack. On the other hand, Defensive/Passive stats seems a bit less valuable, because those stats do not affect until the character who got the stats is attacked by enemies; the defensive stats even need to be valid against the attacker's attack type! Deflection is only against physical melee/ranged attack, Fortitude is only against internal physical systems like Disease, Poison, etc., and so on. Every Attributes, except the two, have at least more than one offensive and defensive stats, respectively. The two Attributes, thus, need to be revised indeed, by either adding a new offensive stat or intercepting some stat from the other Attribute(s). In my opinion, reducing recovery penalty from armor might be a good option for Constitution, I have no idea for Resolve yet though. Any comments and suggestions would really be welcome!
  2. I'd like to discuss about the current attribute system, because the system is a little unbalanced, especially in the case of Constitution and Resolve. Generally, Offensive/Active stats are considered as being more attractive, because those stats are effective for every characters; either Damage Dealer or Tanker. For example, Might is very effective, may be OP, for every characters, even if for Tanker, since the character even may attack nearby enemies via Disengagement Attack. On the other hand, Defensive/Passive stats seems a bit less valuable, because those stats do not affect until the character who got the stats is attacked by enemies; the defensive stats even need to be valid against the attacker's attack type! Deflection is only against physical melee/ranged attack, Fortitude is only against internal physical systems like Disease, Poison, etc., and so on. Every Attributes, except the two, have at least more than one offensive and defensive stats, respectively. The two Attributes, thus, need to be revised indeed, by either adding a new offensive stat or intercepting some stat from the other Attribute(s). In my opinion, reducing recovery penalty from armor might be a good option for Constitution, I have no idea for Resolve yet though. Any comments and suggestions would really be welcome!
  3. I recently tried to play as ranger, but I found what I consider to be a detrimental factor in its balancing, other than in the fun playing it. Or you develop Ranged abilities Or you take pet's ones. Mixing is unsatisfying in my experience. Now, my frustration comes from the fact that the pet IS a second character, I am forced to keep it but its death cripples my Ranger performance. Therefore to augment its functionality and survive-ability I must devolve the points gained from levelling up on said improvements. This result in a very boring Ranger. If instead I decide to strengthen my Ranger, then the pet becomes much of a burden and more frustrating than fun. I've been pondering a lot about it, and I honestly think that the "pet only" abilities (like DR reduction, knock-down, or damage boost) should be automatically unlocked upon levelling up much as the priest spells do. Another way to do it would be to allow me to level up my animal companion independently (separate pet XP). In this way I would still have some chance to learn some new abilities and to progress my Ranger ranged proper development. I feel this change should be implemented by Obsidian, but since probably it won't happen, I would like to know if anybody could Mod it according my suggestion, or teach me how to do it myself. Thanks for the reading.
×
×
  • Create New...