Act 3 combat thread
Posted: Sun Oct 05, 2014 6:40 am
Right, I think I'm nearing the end of it but I can't proceed with the last quest because of some bug. I think however I've seen enough combat to comment on it.
Firstly, I will say no battle has felt zomghard. I've almost never restarted, and when I did it was because of some facepalm move of mine. I haven't saved midfight. Nothing has compared to the buffed Yeldin. Many new monsters have felt really unrewarding to use melee attacks on, whereas when you brought in old monsters but buffed their levels, it felt a bit better. Note though that since I didn't really struggle, nerfing defense wouldn't really be the right move...
Now, character by character.
Ranger
Didn't do much in the damage department. Many monsters had too high defense for him to be meaningful, and given that it was (and maybe still is) really difficult to stagger monsters, he couldn't Cross Cut much. But heals and Guard still made him useful. If nothing changes, I will build my next ranger as a tank.
Druid
All heals were put to good use. I didn't use many surgical nukes, perhaps because enemy casters were so scarce that there was no need to take out anything OMGFAST. Eagle's Grace on Jariel and Rowinda felt awesome.
Vaelis
Suffered from the high defense problems too, but his bleeds did some nice damage, and Rally is generally appreciated. Protect was a nice addition for him.
Riley
Was still mostly spamming Energize. I didn't regen dance hardcore much though. The lack of really important targets made me not use Slumber much either.
Krimm
High defenses were a problem and she had no answer to it. I benched her quite fast. With Wreak Havoc she might have been useful though, but I didn't have that and thought of getting it too late.
Chalassa
Could dish out more damage than Krimm, and might have compared well enough to Vaelis. I suppose I could have used her just as well as I could have used him, but I chose Vaelis most of the time. The confusion from No Chances didn't noticeably buff my nukes, else I might have preferred her. Bleeding Strike would have made her better but I didn't have it.
Jariel
This huge delay guy was certainly a valued member, but he rarely got to act. Usually his first action was Static Lullaby, which ensured my whole party got the first wave of actions. It was followed by Vigorous Sonata. I tried to keep speed buffs on him. Later on I tried to use two offensive songs but the delay rarely made that meaningful. Still though, the damage of his songs is not to be underestimated. More about that later.
Rowinda
You can't spell damage without mage, etc. Rowinda brought the pain. With easily sustained mana (especially with the ring later) and powerful row nukes she was the queen of the party. Anathema was also great on single targets. Eagle's Grace worked really well for her, not only cutting the large delays on her row nukes, but also offsetting the health she traded for her mana. But now to talk about...
The DoT problem
I brought this up before. Given that DoT's cap at a certain % of the target's health per tick, and that they seemingly very easily hit this cap, DoT's become more and more powerful the more health the target has. I noticed early in the act that this was the way to pwnage: The 600+ health snakes lost as much health from a melee attack as they did from a tick of a DoT. Go Anathema. Go bleeds. Go druid nukes. Hell go Static Lullaby even. DoT's were my answer to every high health opponent. This is why I contend that DoT's should have static damage, not based on the health of their target. Else you'll always be struggling to balance between useless against low health and overpowered against high health.
Firstly, I will say no battle has felt zomghard. I've almost never restarted, and when I did it was because of some facepalm move of mine. I haven't saved midfight. Nothing has compared to the buffed Yeldin. Many new monsters have felt really unrewarding to use melee attacks on, whereas when you brought in old monsters but buffed their levels, it felt a bit better. Note though that since I didn't really struggle, nerfing defense wouldn't really be the right move...
Now, character by character.
Ranger
Didn't do much in the damage department. Many monsters had too high defense for him to be meaningful, and given that it was (and maybe still is) really difficult to stagger monsters, he couldn't Cross Cut much. But heals and Guard still made him useful. If nothing changes, I will build my next ranger as a tank.
Druid
All heals were put to good use. I didn't use many surgical nukes, perhaps because enemy casters were so scarce that there was no need to take out anything OMGFAST. Eagle's Grace on Jariel and Rowinda felt awesome.
Vaelis
Suffered from the high defense problems too, but his bleeds did some nice damage, and Rally is generally appreciated. Protect was a nice addition for him.
Riley
Was still mostly spamming Energize. I didn't regen dance hardcore much though. The lack of really important targets made me not use Slumber much either.
Krimm
High defenses were a problem and she had no answer to it. I benched her quite fast. With Wreak Havoc she might have been useful though, but I didn't have that and thought of getting it too late.
Chalassa
Could dish out more damage than Krimm, and might have compared well enough to Vaelis. I suppose I could have used her just as well as I could have used him, but I chose Vaelis most of the time. The confusion from No Chances didn't noticeably buff my nukes, else I might have preferred her. Bleeding Strike would have made her better but I didn't have it.
Jariel
This huge delay guy was certainly a valued member, but he rarely got to act. Usually his first action was Static Lullaby, which ensured my whole party got the first wave of actions. It was followed by Vigorous Sonata. I tried to keep speed buffs on him. Later on I tried to use two offensive songs but the delay rarely made that meaningful. Still though, the damage of his songs is not to be underestimated. More about that later.
Rowinda
You can't spell damage without mage, etc. Rowinda brought the pain. With easily sustained mana (especially with the ring later) and powerful row nukes she was the queen of the party. Anathema was also great on single targets. Eagle's Grace worked really well for her, not only cutting the large delays on her row nukes, but also offsetting the health she traded for her mana. But now to talk about...
The DoT problem
I brought this up before. Given that DoT's cap at a certain % of the target's health per tick, and that they seemingly very easily hit this cap, DoT's become more and more powerful the more health the target has. I noticed early in the act that this was the way to pwnage: The 600+ health snakes lost as much health from a melee attack as they did from a tick of a DoT. Go Anathema. Go bleeds. Go druid nukes. Hell go Static Lullaby even. DoT's were my answer to every high health opponent. This is why I contend that DoT's should have static damage, not based on the health of their target. Else you'll always be struggling to balance between useless against low health and overpowered against high health.