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Re: Let's talk combat

Posted: Fri May 02, 2014 2:11 pm
by yayswords
I thought about that too, for example a level 1 hunter in the arena with HiS + Defend had more defense than a level 6 outfitted Vaelis, BUT. Longterm you're not gonna be alone in the frontline and enemies will probably just hit your partners instead. I mean even in this first season you can't really be alone there. What's Vaelis gonna do in the back?

Re: Let's talk combat

Posted: Fri May 02, 2014 2:13 pm
by jack1974
yayswords wrote:But I don't know what to whine about anymore if it can't be balance :P although I heavily agree with Anima's point that you can't really cast many spells with the early mana pool.
Yes is true, but once you have more party members is less noticeable. For now won't touch this. In general I think will wait to make big changes (such as reducing casting costs of spells) until the whole 2nd season is done, then that should give a much better overview of problems. Anyway I've already fixed a ton of bugs after just 2 days and is cool, thanks all for the help :)
Anima_ wrote: Didn't try that combination yet. Now I wonder if the Hunter wouldn't make the better tank. Just bump Skill, Constitution and Will and than simply sit there and get pounded. Not exactly what you'd envision for that class but kinda hilarious.
Hmm could change it so that hide in shadows works only in the back row :wink: probably makes more sense, a bit weird for someone in the frontline to disappear completely :lol:

Re: Let's talk combat

Posted: Fri May 02, 2014 2:16 pm
by yayswords
jack1974 wrote:Hmm could change it so that hide in shadows works only in the back row :wink: probably makes more sense, a bit weird for someone in the frontline to disappear completely :lol:
I don't think it's an issue. Also it's nice to have HiS if you're gonna get pushed to the frontline and not have time to swap back.

Re: Let's talk combat

Posted: Fri May 02, 2014 2:31 pm
by jack1974
Yes besides I also forget that later in the game you can wear heavy armor with the Ranger, so that should make him/her again a good frontline unit :)

Re: Let's talk combat

Posted: Sat May 03, 2014 12:56 am
by yayswords
Now for some theorycrafting. I think Perfect Balance sucks donkeyballs. I mean I haven't even tried it yet, but just from the numbers. It can grant you at most 50 HP or 50 SP, at the expense of the other. It also costs 10 SP. Even with nightmare mode stat gain, I will eventually in just the first season get more out of the regular heal/manaheal. Yes at a higher delay, but an instant effect and pretty much at a lower cost: 25 SP for 50% HP or SP, rather than 10 SP and 50SP/HP for 50HP/SP. If you want this skill to be useful, it needs to be more dynamic and thereby more nerdy. Right now the only circumstance where I could see myself using it is if it had virtually no SP cost and delay, in which case I could give it to a druid (or a future caster) for +5 SP regen while the relative safety of the backline makes the HP drop affordable.

However before we even go playing with the numbers, consider that if this becomes decent, the hunter has both the manaheal and this and we could find ourselves in a similar seat as we did with the ranger. I should really like to see it removed. I am sure we can easily think of a skill to replace it. For example, Rei (and Dora?) had skills that benefited from a burning, frozen, tired or shattered target. I was really hoping to see one such on the hunter. It could be here.

Also is any new character getting Guard? 'cause judging from Loren that ability is quite invaluable. I know rangers have it.

Okay, I want to add that Vaelis' Recover feels very weak. -25% speed for 7 turns for a net gain of 20 SP. Not sure what to do with it, I would probably like to see a % restoration.

I like having a dedicated tank but the problem is that unless he's got a lot of speed - typically the high defense gear outright reduces speed - he's not gonna be able to taunt or guard before the first wave of enemy actions. What if you could start a fight with some initial hate simply for having skilled Taunt? BTW, good call with the low SP/delay on Taunt and Guard.

Oh also (I'm editing this post like a madman) does hate work this way: A character's portion of the hate is equal to the hate they've caused divided by the hate the entire party has caused, or is it trickier than that? Is 1 point of damage 1 point of hate? Healing? Does buffing affect it?

Re: Let's talk combat

Posted: Sat May 03, 2014 7:49 am
by jack1974
yayswords wrote: However before we even go playing with the numbers, consider that if this becomes decent, the hunter has both the manaheal and this and we could find ourselves in a similar seat as we did with the ranger. I should really like to see it removed. I am sure we can easily think of a skill to replace it. For example, Rei (and Dora?) had skills that benefited from a burning, frozen, tired or shattered target. I was really hoping to see one such on the hunter. It could be here.
Yes, I'm not entirely sure about that skill too. And now that moved the invigorating prayer to the Hunter, doesn't need that. I could have a very powerful skill that does big damage with burned, frozen, tired indeed (any of those condition, not just one). Yes I think I'll do that. Also I need something else for the double attack otherwise is too similar to the Critical Hit. Probably will push target back, or slow him.
yayswords wrote: Also is any new character getting Guard? 'cause judging from Loren that ability is quite invaluable. I know rangers have it.
Yes, Krimm will get one, a variant of it. I suspect will be very popular :wink:
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yayswords wrote: Okay, I want to add that Vaelis' Recover feels very weak. -25% speed for 7 turns for a net gain of 20 SP. Not sure what to do with it, I would probably like to see a % restoration.
Yes when I designed that, the speed had a minor impact than now, so makes sense to give something like 10% SP recover instead.
yayswords wrote: I like having a dedicated tank but the problem is that unless he's got a lot of speed - typically the high defense gear outright reduces speed - he's not gonna be able to taunt or guard before the first wave of enemy actions. What if you could start a fight with some initial hate simply for having skilled Taunt? BTW, good call with the low SP/delay on Taunt and Guard.
Well if you move first with the Druid you can cast Speed of Eagle and then move first :) But also in general when you have a full party things will change, since you can last longer in battles (I think).
yayswords wrote: Oh also (I'm editing this post like a madman) does hate work this way: A character's portion of the hate is equal to the hate they've caused divided by the hate the entire party has caused, or is it trickier than that? Is 1 point of damage 1 point of hate? Healing? Does buffing affect it?
Every action has a hate impact, dealing damage to opponents obviously, but also healing. I would like this hate mechanic to be stronger than in Loren, a bit similar to what happens in the MMORPG so the player can TRY to get the enemies to attack the tank (of course shouldn't always work).

Re: Let's talk combat

Posted: Sat May 03, 2014 7:56 am
by yayswords
Wait, so Protect is like Guard except it increases the defense of the guy who won't get hit anyway? What meaning is there to that difference? :P

When you intercept an attack through Guard/Protect, do you actually do so using your ally's defense and not your own? Then I could see the attractiveness.

Oh and zomg, Krimm has the Clarity icon for one of her skills. I wonder what that does. Maybe she shaves her head midbattle, sounds more likely than having a skill like Clarity on a barbarian :D

I am not sure about pushback. While I love the mechanic, a hunter has (or should have) enough ways to murder the enemy back row without also being able to let allies join in.

Nightmare battles ATM feel a bit too much like Loren I think. Attacks that require a staggered target feel a bit meaningless 'cause by the time you've staggered someone they are so close to death a normal hit will do. But I still think that can be an issue to solve in later seasons; we have so little SP right now that I like the battles being short.

Also a flavor thing: If only Krimm has Protect, then have the description say "Krimm" and not "The character". Goes for every case where a character has a unique skill really, makes them feel more special rather than just possessing an arbitrary mix of skills to be found around the world.

Re: Let's talk combat

Posted: Sat May 03, 2014 8:08 am
by jack1974
Haha yes the defense is applied to the defender , not the defended! :lol: though maybe can also give another bonus to the target, like more speed or attack. Need to see :)

About the stagger, I raised a bit the stagger value in Nightmare in last update, so maybe went up too much: I'm going to try lowering that again, since that doesn't need to be too high.

Re: Let's talk combat

Posted: Sat May 03, 2014 9:41 am
by yayswords
It seems very easy to get magic bonuses from jewelry, not too hard to get speed or defense, but attack is rare and usually accompanied by at least as much +magic. I'm not sure there is jewelry without +magic at all. Is this intended?

Also on the jewelry topic: Cracked Fortified Necklace (level 2), Regular Dazzling Necklace (level 5). Exact same stats, even though the latter one sounds like it should have significantly higher quality.

Re: Let's talk combat

Posted: Sat May 03, 2014 9:55 am
by jack1974
Yes, is all randomized but magic items have in general mode Magic while weapons have more Attack bonuses.