Made a new run on the beta patch with PotD difficulty scaling upward only, currently level 12 and i have few feedbacks concerning the difficulty.
I think the early game is great, however after Neketa things gets a little awkward.
- The Old City in itself was overall ok (first room to get mowdyr is rather easy, then it gets harder, makes sense), the Skeletton fight to get the cornet of depths was super hard i like that a lot, however the boss felt super easy in comparison. I would suggest to either make the skeletton fight slightly easier or to make the boss encounter straight up harder. Right now the skeletton fight is the actual boss
- There are a lot of super strong items that are quite easy to get with stealth/mecanics in neketaka, basically every shop in Periki's overlook, as well as the Summon item from Delver's Row (Shadows) and the summon Dragons Neck right next to Neketaka. Once you get those items you can basically pop every summon, every Empower, win every fight easy mode, rest with 1 water or 1 hardtack and there is no challenge anymore.
I believe summon items to be too strong considering they have no drawback, most of them barely have a cast time, and can be used every combat due to unlimited rest. These items also make the Summoner Chanter build kind of useless as your party can do what he does without taking a character slot.
I would suggest either to limit summon items to 1 per party instead of 1 per character, or to make summon items having Charges that does not replenish when resting. (Limited uses, then item is gone forever, so you only use them as a joker for very specific encounters you're struggling with).
Another solution would be to add penalties to these items (Your character loses stats, ressource points, dies with 1 injury or whatever, any drawback will do)
There are most likely other/better options, but current summon items state is not properly balanced i think. 0 downside, just straight up flat increased power for every encounter, not fair!
Then when it comes to numbers, at mid game the armor/defenses feels alright, i have to apply some debuffs or i get some "No pen", the accuracy buffs don't give me super high chances to hit, this is fine, without Summon items the fights are not free win, but it somehow doesn't feel as challenging as the early game fights (the one right before Aloth with boars panthers and a drake is awesome!). I think this is due to party composition getting stronger with levels, more powerful abilities and gear, the difficulty somehow doesn't keep up that well (where i'm at, at least).
I will continue the run and see how the scaling ends up working for late game. Will give more feedbacks at that time.
But for now, the biggest problem imo is summon items. Wayyy too good
Question
anishar
Hello,
Made a new run on the beta patch with PotD difficulty scaling upward only, currently level 12 and i have few feedbacks concerning the difficulty.
I think the early game is great, however after Neketa things gets a little awkward.
- The Old City in itself was overall ok (first room to get mowdyr is rather easy, then it gets harder, makes sense), the Skeletton fight to get the cornet of depths was super hard i like that a lot, however the boss felt super easy in comparison. I would suggest to either make the skeletton fight slightly easier or to make the boss encounter straight up harder. Right now the skeletton fight is the actual boss
- There are a lot of super strong items that are quite easy to get with stealth/mecanics in neketaka, basically every shop in Periki's overlook, as well as the Summon item from Delver's Row (Shadows) and the summon Dragons Neck right next to Neketaka. Once you get those items you can basically pop every summon, every Empower, win every fight easy mode, rest with 1 water or 1 hardtack and there is no challenge anymore.
I believe summon items to be too strong considering they have no drawback, most of them barely have a cast time, and can be used every combat due to unlimited rest. These items also make the Summoner Chanter build kind of useless as your party can do what he does without taking a character slot.
I would suggest either to limit summon items to 1 per party instead of 1 per character, or to make summon items having Charges that does not replenish when resting. (Limited uses, then item is gone forever, so you only use them as a joker for very specific encounters you're struggling with).
Another solution would be to add penalties to these items (Your character loses stats, ressource points, dies with 1 injury or whatever, any drawback will do)
There are most likely other/better options, but current summon items state is not properly balanced i think. 0 downside, just straight up flat increased power for every encounter, not fair!
Then when it comes to numbers, at mid game the armor/defenses feels alright, i have to apply some debuffs or i get some "No pen", the accuracy buffs don't give me super high chances to hit, this is fine, without Summon items the fights are not free win, but it somehow doesn't feel as challenging as the early game fights (the one right before Aloth with boars panthers and a drake is awesome!). I think this is due to party composition getting stronger with levels, more powerful abilities and gear, the difficulty somehow doesn't keep up that well (where i'm at, at least).
I will continue the run and see how the scaling ends up working for late game. Will give more feedbacks at that time.
But for now, the biggest problem imo is summon items. Wayyy too good
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