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this will have spoilers dont read it if youre an egg

the list:

https://docs.google.com/document/d/1oHAldkwFGUt6s5hx5LhkifFlemZtMLNC0RlKQjxtI4I/pub

the forum url code doesnt work or whatever so just copy and paste like the caveman u r

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You can hold Right Shift to queue movement commands. That doesn't work well for picking up items or at all for using skills, though.

The effective damage going down when you level is a bug, and will be fixed in the next update, along with some changes to how the bonuses work per level and how they are applied to weapon and magical attacks.
The intention was that the effective damage from weapons would remain the same, since weapons are suppose to apply bonuses based on their level. For spells the effective damage was also suppose to remain the same, since the increase due to character level would negate the reduction of the bonus.

Ricochet is working as designed. That may be changed at some point, with different selection criteria for the ricochets than the opening shot.

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Originally Posted by Raze

You can hold Right Shift to queue movement commands. That doesn't work well for picking up items or at all for using skills, though.

The effective damage going down when you level is a bug, and will be fixed in the next update, along with some changes to how the bonuses work per level and how they are applied to weapon and magical attacks.
The intention was that the effective damage from weapons would remain the same, since weapons are suppose to apply bonuses based on their level. For spells the effective damage was also suppose to remain the same, since the increase due to character level would negate the reduction of the bonus.

Ricochet is working as designed. That may be changed at some point, with different selection criteria for the ricochets than the opening shot.

I actually read the original post about Larian wanting to change the attributes to flat damage etc. it just still isn't changed so I'll list it.

I figured that ricochet was intended to hit innocents, I just think that if that is the case then it either shouldn't work like that, or ranger should have a better balance of skills early. Or at least reliable indicators of who will be hit. Early game skills for ranger currently consist of:

Heal + Cleanse
Utility anti-dodge anti-high ground debuff
AOE you can't use near people you don't want to kill
and an AOE you can't use in the direction of people you don't want to kill

Basically they just become useless if there is even an npc in the same room that they don't want to hit, because Ricochet and Marksman's Fang don't work like other AOE spells that can hit innocents. If only one of them could hit innocents it would solve a lot of problems, but they should both still have indicators of who will be hit.

This is mostly a problem with Marksman's Fang because of it's unclear range (which seems gigantic) and it's ability to curve. The curve is cool, but it doesn't mesh with the hitting innocents and Ricochet also hitting innocents. There needs to be some balance so that ranger can still function with at least one ability without hitting people they don't want to.

Making Marksman's Fang just hit in a perfect straight line would solve a lot, leaving it the way it is but making it not damage neutrals would also. I do feel like Marksman's Fang is most of the problem and if it were fixed ricochet wouldn't even be noticeable.

But regardless they both desperately need indicators. Every skill should tell exactly who it is going to hit before it is used.

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19 remove dwarves (quality critique)

hahaha I love it.

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34 i feel like the whole armor system is just a mess. you wear heavy armor and then when the enemy breaks through it its like youre wearing nothing at all? its just awkward, doesnt feel good. Maybe try something like: heavier armor gives flat damage reduction from ALL damage, leather armor gives dodge, and cloth armor gives a recharging shield. the frontliners need damage reduction more than temporary hp, the leather wearers are kind of in a weird in between, and the magic users (or whoever would be wearing cloth since hybrid is a thing) could make more use of temporary hp since theirs would be low and they wouldnt be tanking enough hits to need reduction. Something like each piece will recharge 10% of its total each turn, and the amount can be 0 so that early game you dont have wizards running around with mega shields. this is just a suggestion, since the current system feels wonky. but better yet just have cloth be worthless for protection and give damage stats and rarely have the magic shield modifier since traditional casters should be squishy pastries anyways.


I agree with a lot of your points, but this is just a matter of perception. Here is a basic example of what I mean.

Hero 1 has 50 hp and 50 armor and is immune to physical debuffs.

Hero 2 had 50 hp and 50% damage reduction.

Both heroes take a physical hit for 50 damage.

Hero 1 loses his armor and is no longer immune to physical debuffs.

Hero 2 takes 25 damage and has 25 hp remaining.

Both heroes have an effective 50 hp left against physical attacks, hero 1 has a significant edge against magic attacks and the added benefit of being protected from any debuffs from that first attack.

As long as the percentage reduction and health added are similar (which they very much seem to be in actual play compared to DOS1) then the new system is more effective for the player more than a traditional armor/resistance system.

In addition to this, you can easily see how armor and magic armor effect both you and enemies. In most other systems, in order to get that information you would have to dig through a menu and then calculate out the actual effect. So the new system, while not what we're used to, is generally speaking better for the player both for combat purposes and usability.


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I agree with a lot of your points, but this is just a matter of perception. Here is a basic example of what I mean.

Hero 1 has 50 hp and 50 armor and is immune to physical debuffs.
Hero 2 had 50 hp and 50% damage reduction.
Both heroes take a physical hit for 50 damage.
Hero 1 loses his armor and is no longer immune to physical debuffs.
Hero 2 takes 25 damage and has 25 hp remaining.

Both heroes have an effective 50 hp left against physical attacks, hero 1 has a significant edge against magic attacks and the added benefit of being protected from any debuffs from that first attack.

As long as the percentage reduction and health added are similar (which they very much seem to be in actual play compared to DOS1) then the new system is more effective for the player more than a traditional armor/resistance system.

In addition to this, you can easily see how armor and magic armor effect both you and enemies. In most other systems, in order to get that information you would have to dig through a menu and then calculate out the actual effect. So the new system, while not what we're used to, is generally speaking better for the player both for combat purposes and usability.

I'm not really great at articulating or coming up with "better" ideas but this system in game now is very bad.

(p.s. the system I mentioned was only flat damage reduction from all sources, not percentage, as flat is just better in most situations in a game like this.)

But my idea doesn't matter it's not about my idea being better it's just a possible solution, what matters is that the current system is bad. The system we have now was built because armor was useless in the previous game, because status effects and one shot potential are too strong. The armor shouldn't be receiving an overhaul, the problem that's causing the need for better armor should be receiving an overhaul.

Temporary hp magic/physical shields are cool but they should be the exception, being rare effects on items, not the norm. 100% immunity is bad, temporary hp on everything is bad, 100% chance to apply every debuff is bad. It's not good to just keep adding progressively worse things in order to deal with a bad mechanic that you maybe like and don't want to change. When it comes down to it, debuffs and damage dealt per turn are out of control, and honestly armor could be exactly how it was in Divinity 1 because it was normal, it was fine. Armor isn't the problem, it's the unbalanced combat.

There's a reason most tactics games do things like having one move, then one attack. The AP system and the amount of enemies being fought at once need to be seriously looked at, as well as the damage values and ground effects, but most of the problem is really coming from the sheer number of things you can do in one turn.

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Now we got chocolate to our fluffypuff-muffin, how will we survive this? aargh oops

Many things I would agree on, somethings I don't care that much and other stuff that is lively discussed in many topics.


When I first saw the ladder animation, I played a dwarf so I thought it was perhaps something only for dwarves and was fine with it. When I saw, that everyone does is, it got more of something annoyingly ridiculous. just to much.

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There are other things I could discuss, but for the moment I'll only say that the ladder animation is a callback to Divinity 2.

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Originally Posted by Stabbey
There are other things I could discuss, but for the moment I'll only say that the ladder animation is a callback to Divinity 2.

I loved ED's ladder animation. I was playing it a bit yesterday and that bit of randomness still amuses me after all these years.


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I also enjoy the ladder animation, although I do agree that there needs to be a toggle for stealing things. Also, how about a thread where we can discuss the elves in greater detail? 😉

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Originally Posted by Mathdude
Also, how about a thread where we can discuss the elves in greater detail? 😉

I'm trying to forget that we've already enjoyed several of those. D:


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Originally Posted by vometia
Originally Posted by Stabbey
There are other things I could discuss, but for the moment I'll only say that the ladder animation is a callback to Divinity 2.

I loved ED's ladder animation. I was playing it a bit yesterday and that bit of randomness still amuses me after all these years.

Originally Posted by Stabbey
There are other things I could discuss, but for the moment I'll only say that the ladder animation is a callback to Divinity 2.

The ladder animation just isn't good for this game. Maybe as an easter egg somewhere, but it doesn't fit the story, and in a game like this the story and gameplay and every element should be working together towards one solid theme.

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Originally Posted by Mathdude
I also enjoy the ladder animation, although I do agree that there needs to be a toggle for stealing things. Also, how about a thread where we can discuss the elves in greater detail? 😉


There was another thread that pretty much became that if you're interested.


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I personally don't care about the ladder animations. In fact I didn't even notice at all until you guys pointed it out. I am, however, very much on OPs side about the sneaking animation... With the setting of the game being much darker (which I love btw) the nonsensical sneak animations seem very much out of place.


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The sneaking and ladder animations are always going to be controversial, but as much as I'm enjoying the more serious business of the MQ, I would be very, very sad to see them go. They're just those odd little touches that make the Divinity series what it is. I'd hate to see it taking itself too seriously, however dark the story is.


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Originally Posted by Kilroy512512
[quote=Mathdude]I also enjoy the ladder animation, although I do agree that there needs to be a toggle for stealing things. Also, how about a thread where we can discuss the elves in greater detail? 😉


There was another thread that pretty much became that if you're interested. [/quote

I know. That was just my lame attempt at humor.... I'll see myself out.]

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Fair enough, though it's a bit "in service to the brand" for me.


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Originally Posted by vometia
The sneaking and ladder animations are always going to be controversial, but as much as I'm enjoying the more serious business of the MQ, I would be very, very sad to see them go. They're just those odd little touches that make the Divinity series what it is. I'd hate to see it taking itself too seriously, however dark the story is.


It's not about them being controversial though, regardless of how anyone feels about them they just don't belong. It's not because of how dark the story is - comedy can and will tell dark stories - it's because of the realism the game wants to convince you of. All of the text is trying to seduce you into believing these realistic and gritty rules of the world in order to make you care about what happens to the characters in it, and silly things like the sneak and other wacky character animations go against that and break any immersion the (amazing) writing may have created.

The wacky animations are not wrong. Larian just needs to decide if they're making a realistic game (as the story is trying to be right now) or a silly game (as the animations are trying to be) because no matter which one Larian wants they can't have both without hurting the players immersion.

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I think they can have both: Ego Draconis did it pretty well, having a number of random, odd and absurd touches, be it the handstand at the apex of a ladder or the hermit-with-the-wit-of-a-carrot, or the Broken Valley Village gossips, or the gravestones, or the Horror of High Hall's exclamation of "oh bugger!"... etc. But I don't think it detracted at all from what was actually quite a serious storyline, and something which I found to be quite heart-rending more than once.

Perhaps it reflects our own approach to life: I've often been told off for not being as serious as a situation dictated, sometimes in an official capacity, but personally I felt my misbehaviour just added character and general seasoning to something that needed a bit more depth. Well okay, perhaps "need" is going a bit far, but y'know.


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I think, I would like the climbing ladder animation more, if it were some kind of 'personaility' of a hero who is a jester, rogue or otherwise very athletic and braggy. It would improve his uniqueness and personality. Instead of climbing down he would just jump with a salto or something like that.

But a dwarf in heavy armor doing an overflip on top of a ladder? That's just kind of odd.

If you have sneaking high enough, your char perhaps learned to mask himself, turning his sight into an enemy. Kind of mimikry. That would a logical reason why he can get closer than others. laugh

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Originally Posted by vometia
I think they can have both: Ego Draconis did it pretty well, having a number of random, odd and absurd touches, be it the handstand at the apex of a ladder or the hermit-with-the-wit-of-a-carrot, or the Broken Valley Village gossips, or the gravestones, or the Horror of High Hall's exclamation of "oh bugger!"... etc. But I don't think it detracted at all from what was actually quite a serious storyline, and something which I found to be quite heart-rending more than once.

Perhaps it reflects our own approach to life: I've often been told off for not being as serious as a situation dictated, sometimes in an official capacity, but personally I felt my misbehaviour just added character and general seasoning to something that needed a bit more depth. Well okay, perhaps "need" is going a bit far, but y'know.


Do you see what you're doing though? You're naming things that meshed with the silly animations, things that reinforced it in the world. In this game the animations are alone in a world that doesn't support them. I'm sure there are ways to pull off a very serious and also very silly story, but even then it hints at some kind of insanity on the part of the story teller. (Which would be the player character, in Divinity's case.)

What kind of character would always perform an acrobatic trick at the top of a ladder? In a world like this, that character would be a sociopath, because with all these awful things happening and the somber mood they would have to be seriously disconnected from any kind of normal range of emotions or feeling of community to do something like that. If this really, really must be kept in the game the way the story is now, then it would have to be in the form of a tag added for "Lunatic", so that when you have both "Lunatic" and "Jester" you will perform acrobatic tricks.

Whatever form it comes in, unless the story is planning to be changed drastically, it should be reserved to an option.

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Originally Posted by vometia
I think they can have both: Ego Draconis did it pretty well, having a number of random, odd and absurd touches, be it the handstand at the apex of a ladder or the hermit-with-the-wit-of-a-carrot, or the Broken Valley Village gossips, or the gravestones, or the Horror of High Hall's exclamation of "oh bugger!"... etc. But I don't think it detracted at all from what was actually quite a serious storyline, and something which I found to be quite heart-rending more than once.


I'm not familiar with the game, maybe I'll have to check it out, but I think the problem I'm having with it is similar to the uncanny valley. (Uncanny Valley) Hiding in a bush isn't silly enough to be acceptable, but it also isn't serious. Just a thought.


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The only issue with the current armor system is that all forms of CC boil down to being a stun. This has been said before and it needs to be said again. Until the stat system changes and CC becomes more diverse in their effects, this kind of argument will keep popping up.

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Originally Posted by Fluffington
The only issue with the current armor system is that all forms of CC boil down to being a stun. This has been said before and it needs to be said again. Until the stat system changes and CC becomes more diverse in their effects, this kind of argument will keep popping up.


That about sums it up. I wish you could sticky posts; the CC issue has been discussed to death. It should just be pinned somewhere so everyone can easily read the consensus thus far, especially since so many combat/stat systems are affected by it.

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The problem is, not everyone is here on the same train. laugh

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Originally Posted by Fluffington
The only issue with the current armor system is that all forms of CC boil down to being a stun. This has been said before and it needs to be said again. Until the stat system changes and CC becomes more diverse in their effects, this kind of argument will keep popping up.


This armor system is an awful idea for more reasons than just cc. Idk if you already read what I wrote earlier in response to someone but it was basically saying the problem is the number of actions per turn and the prevalence of cc in almost all moves, not the way armor works. Armor how it is now is a reaction that only creates more problems. It's an illogical idea. Armor should be reverted to normal (divinity original sin) and cc and actions per turn should be balanced.

Originally Posted by Kalrakh
The problem is, not everyone is here on the same train. laugh


That's not a problem, I really don't want us to all be on the same train. There's no point in talking if we all already magically agree. I know I personally hope all dwarves die in a fire but I don't hope the people who like dwarves die in a fire.

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The cc forums have already tackled the idea of changing defenses. It's not practical. Changing CC needs to be the priority. Having every different cc boil down to the same effect is toxic for game design. It just results in every move being a stun with a different name.

The goal needs to be changing the cc to something that isn't a stun. Freezing could be a snare that prevents movement or gives the character a shield that absorbs both damage types and they remain stunned until it breaks, but would also lose a percentage of the shield each time their turn starts. Blind should set hit chance to 50% or lower.

We need changes like this. A new armor system is fine by me, because it makes sense. As a battle rages, armor is going to become damaged and less effective. If anything, I hope this new system stays.

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Originally Posted by chocolate
Originally Posted by Fluffington
The only issue with the current armor system is that all forms of CC boil down to being a stun. This has been said before and it needs to be said again. Until the stat system changes and CC becomes more diverse in their effects, this kind of argument will keep popping up.


This armor system is an awful idea for more reasons than just cc. Idk if you already read what I wrote earlier in response to someone but it was basically saying the problem is the number of actions per turn and the prevalence of cc in almost all moves, not the way armor works. Armor how it is now is a reaction that only creates more problems. It's an illogical idea. Armor should be reverted to normal (divinity original sin) and cc and actions per turn should be balanced.

Originally Posted by Kalrakh
The problem is, not everyone is here on the same train. laugh


That's not a problem, I really don't want us to all be on the same train. There's no point in talking if we all already magically agree. I know I personally hope all dwarves die in a fire but I don't hope the people who like dwarves die in a fire.


Except CC was equally overpowered and omnipresent in DOS1. Stun, freeze, knockdown, petrify...all do the same thing and are easy to inflict. Air elementals were ludicrously overpowered because they stunned on hit and aoe stunned on death. Between those 4 hard CC's and slow/cripple, the enemy will never get to do anything. I'm not sure why you're acting like that needs to return to this game.

Likewise lone wolf playthroughs were brutal because with only two characters, if the enemy got the first turn you'd often be immediately obliterated since they could just CC your two heroes and then you're screwed.

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Originally Posted by Fluffington
The cc forums have already tackled the idea of changing defenses. It's not practical. Changing CC needs to be the priority. Having every different cc boil down to the same effect is toxic for game design. It just results in every move being a stun with a different name.

The goal needs to be changing the cc to something that isn't a stun. Freezing could be a snare that prevents movement or gives the character a shield that absorbs both damage types and they remain stunned until it breaks, but would also lose a percentage of the shield each time their turn starts. Blind should set hit chance to 50% or lower.

We need changes like this. A new armor system is fine by me, because it makes sense. As a battle rages, armor is going to become damaged and less effective. If anything, I hope this new system stays.


The 100% immunity to debuffs while the shield is up completely removes any debuff focused build from the game

Having your armor take the form of temporary hp rather than defensive stats gives no opportunity for scaling with tanks, the scaling will always just be more hp, since there is no mitigation build

With the immunity there is no playstyle for ranged to use to keep enemies from just walking straight up to them, other than using ground effects, which should be an avoided gameplay behavior since it's just a gimmick in it's current form. In most games tanks would have ways of approaching ranged enemies with cc, usually related to an ability which entails some risk once it is used, since it will be on cooldown after the effect has worn off. The immunity and damage shield isn't tactical and involves no risk since it is out of the players control.

After the tank has reached the ranged, the ranged will have been able to chop through whatever shield the tank has. Now the tank is suffering movement penalties from armor that is no longer providing any bonus, has lost any way to stop themselves from being cc chained, and there was no player choice involved in the use of the immunity since it is mandatory and mitigation equipment doesn't exist.

The armor system is bad for everyone, created because hp pillows with debuff immunity stop you from being one shot. Ground effects shouldn't be everywhere, cc shouldn't be everywhere, players should be able to use two attacks in a turn at the most, or even just one attack per turn; and armor should just provide mitigation and otherwise be as it was in the first game. The ap system is interesting but it is the source of almost all problems within the combat, and it needs to be addressed.

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Except CC was equally overpowered and omnipresent in DOS1. Stun, freeze, knockdown, petrify...all do the same thing and are easy to inflict. Air elementals were ludicrously overpowered because they stunned on hit and aoe stunned on death. Between those 4 hard CC's and slow/cripple, the enemy will never get to do anything. I'm not sure why you're acting like that needs to return to this game.

Likewise lone wolf playthroughs were brutal because with only two characters, if the enemy got the first turn you'd often be immediately obliterated since they could just CC your two heroes and then you're screwed.


I said cc wasn't the only problem, not that it wasn't a problem.

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Sounds like you want it play like XCOM, with a move/attack sequence instead of AP.

Which I see no reason to since while XCOM is pretty baller, DOS's combat was highly praised by both players and critics. Why would they gut the system by removing AP?

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Originally Posted by Shadovvolfe
Sounds like you want it play like XCOM, with a move/attack sequence instead of AP.

Which I see no reason to since while XCOM is pretty baller, DOS's combat was highly praised by both players and critics. Why would they gut the system by removing AP?


I don't want them to remove ap, it's interesting. It's just causing a lot of problems and it needs to be addressed, something has to change, there's too many actions in a turn.

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Again, actions per turn only seem overwhelming because of Warlord and the sheer amount of CC. Let's hypothetically remove CC from the equation. What are we left with? Character that can damage multiple targets per turn. So how would we balance that? Increase the AP cost of AoE moves, which effectively let you hit multiple targets at once.

The complaint isn't wrong, but it's also based on an alpha combat system, poor cc design and unfinished stat systems. You're complaining about the symptom, not the cause.

Give them time to smooth out the core systems before we complain about a brand new feature that hasn't had enough time to be fairly judged. Don't be so eager to return to something familiar so quickly.

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Originally Posted by Fluffington
Again, actions per turn only seem overwhelming because of Warlord and the sheer amount of CC. Let's hypothetically remove CC from the equation. What are we left with? Character that can damage multiple targets per turn. So how would we balance that? Increase the AP cost of AoE moves, which effectively let you hit multiple targets at once.

The complaint isn't wrong, but it's also based on an alpha combat system, poor cc design and unfinished stat systems. You're complaining about the symptom, not the cause.

Give them time to smooth out the core systems before we complain about a brand new feature that hasn't had enough time to be fairly judged. Don't be so eager to return to something familiar so quickly.


aoe is an easily avoidable problem, the issue comes from hitting the same target over and over again in one turn. There shouldn't be so many actions in a turn, an enemy can attack me in melee four times in one turn no warlord involved, it's too much.

what is the cause, if so many actions per turn is the symptom? You haven't actually responded to any of my points you're just saying my complaint isn't valid since the game is in alpha.

The "don't complain because its in alpha" is a bad way to think, as an alpha player, wanting the game to improve. It's important to complain about things as they are when they are in the current build so that the devs can see that when it's happening.

The system is bad, I'll judge it right away, and I'll talk to people about it and remain open to changing my opinion. But you aren't talking about why it's okay to remove a playstyle, or why it's okay to have no risk or player choice involved, or why it's ok for tanks to have no scaling and suffer penalties from armor that is offering no bonuses.

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But multiple actions is the entire point of AP instead of a move/act system. You can spend all your AP on moves, buffs, items, attacks, or any combination thereof. You can't increase AP costs across the board because then it essentially becomes a move/act system. You COULD increase AP for aoe attacks (as I think they should; a basic attack should always be your cheapest option) but I see nothing wrong with characters who are already in melee range striking 2-3 times per turn.

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Originally Posted by Shadovvolfe
But multiple actions is the entire point of AP instead of a move/act system. You can spend all your AP on moves, buffs, items, attacks, or any combination thereof. You can't increase AP costs across the board because then it essentially becomes a move/act system. You COULD increase AP for aoe attacks (as I think they should; a basic attack should always be your cheapest option) but I see nothing wrong with characters who are already in melee range striking 2-3 times per turn.


There's a lot wrong with it it's too much potential damage for one character to have in a tactics game. Every action should create room for a reaction, things like 3+ basic attacks per turn are bad since it has no cooldown and no counterplay.

High damage in one turn should always come with a risk. Basic attacks are inherently without risk and getting a majority of your damage from 3+ basic attacks in a single turn isn't good gameplay.

For a ranger to deal high damage from a large range the risk is that they are immobile on their high ground roost, they are weak in close range (there should be penalties for using a bow as a melee weapon), and preferably they would have low mobility and no spells like tactical retreat. Since there are finesse weapons it adds another nice layer of reaction and risk, allowing them to still be useful if they're forced into melee range while punishing them if they weren't thinking ahead or if the attacker was sneaky.

For a wizard to deal high damage from a medium range the risk is that they are extremely weak and have long cooldown's, so it's important to use the spells effectively. A spellcaster would have utility spells to mitigate the risk of them being extremely weak in a medium range, but these things would need to be planned in advance.

For a warrior to deal high damage from melee range the risk would be that they are in melee range, and that they would have to forgo some tank stats to achieve their high damage. This could either be in their overall build or with a move that deals high damage to an enemy at the cost of self inflicted cc or stat loss.

For an assassin to deal high damage from melee range they would have to play smartly and bide their time in most fights waiting for the proper moment to strike. The risk with assassins is always that once they go in, immediately after they are weak to all forms of retaliation, making the planning of their extremely high damage important if they want to live past one hit. This means that assassins shouldn't be able to move or stealth or anything after a heavy damage move, their turn should just end.

I'm not good with coming up with this shet but these are pretty vague so there ya go. Things need risk, everything needs risk because it creates gameplay and advantages and disadvantages. Anything that has no risk should either be weak or removed.

Last edited by chocolate; 20/10/16 11:59 PM.
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Fair enough. I apologize for being too absolute in my answers and dismissing your points.

Single wielding and the ap cost has always been weird. How do you balance having only one weapon and no offhand against dual wielding? The lower AP cost just results in a scoundrel stabbing you 6 times in the rectum. Making it do the same damage as dual wielding would just invalidate dual wielding.

In addition, a lot of spells only cost 1 ap, but also have huge effect, such as making fields.

Ap costs need to be looked at.

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Quote

Fair enough. I apologize for being too absolute in my answers and dismissing your points.

Single wielding and the ap cost has always been weird. How do you balance having only one weapon and no offhand against dual wielding? The lower AP cost just results in a scoundrel stabbing you 6 times in the rectum. Making it do the same damage as dual wielding would just invalidate dual wielding.

In addition, a lot of spells only cost 1 ap, but also have huge effect, such as making fields.

Ap costs need to be looked at.


iagreeiagreeiagreeyesyesyes

But yes ap is weird I can't say I know the solution beyond "it needs changes"

I read in an interview with a dev (I forgot who) that they were trying things out, like giving us no gear in the beginning of the game and flooding us with gear later and seeing how we react to that. Maybe the devs could try some changes to the system in this vein as well, like give us a week where we only have enough ap to fit walking a short distance and using one move, or not walking and fitting a larger move or two smaller ones. then the next week experiment with different ap values. see how everyone likes not being one shot.

(and by the way my reaction is that i love being a naked scavenger ty devs)

Dual wielding never really existed in real life, so theres definitely the option of "just remove it", but I think I feel that way because I'm confused on how to make it balanced. Dual wielding is just a weird in between, but they did some really creative stuff with elves maybe they could think of some weird playstyle involving dual wielding that isn't just another form of damage

ive always felt personally that (say were only talking about daggers here) one handed meant you wanted damage and utility, dual wielding meant you wanted damage and speed, and two handed meant (why are you two handing a dagger) that you just wanted tons of damage

i guess that in a rogues case one handed would just have 'tons of damage' and 'normal damage plus utility' as options since theres no two handed rogue build cause thats silly willers

Last edited by chocolate; 21/10/16 12:17 AM.
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I guess the biggest issue is, like you said, the COMPLETE lack of a build path for dual wielding. Scoundrel encourages single daggers for optimal damage and butt poking, while Warfare heavily encourages massive, bulky weapons that only Thor himself could logically lift.

While I know we'll never get it: A Berserker Tree. Take a few from Warfare and make a rage-based, all-in build path that rewards diving enemy lines like an idiot.

Warfare should be disciplined and focused damage. Right now it's just a chaotic mess. Give Dual Wielding a viable path and make Warfare more logical.

And honestly, just make Single Wielding have some other benefit and still cost 2 AP. For exaple: If you only have 1 weapon and no offhand, you start the turn with 1 extra AP, up from 4.

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Originally Posted by chocolate
Quote

Fair enough. I apologize for being too absolute in my answers and dismissing your points.

Single wielding and the ap cost has always been weird. How do you balance having only one weapon and no offhand against dual wielding? The lower AP cost just results in a scoundrel stabbing you 6 times in the rectum. Making it do the same damage as dual wielding would just invalidate dual wielding.

In addition, a lot of spells only cost 1 ap, but also have huge effect, such as making fields.

Ap costs need to be looked at.


iagreeiagreeiagreeyesyesyes

But yes ap is weird I can't say I know the solution beyond "it needs changes"

I read in an interview with a dev (I forgot who) that they were trying things out, like giving us no gear in the beginning of the game and flooding us with gear later and seeing how we react to that. Maybe the devs could try some changes to the system in this vein as well, like give us a week where we only have enough ap to fit walking a short distance and using one move, or not walking and fitting a larger move or two smaller ones. then the next week experiment with different ap values. see how everyone likes not being one shot.

(and by the way my reaction is that i love being a naked scavenger ty devs)

Dual wielding never really existed in real life, so theres definitely the option of "just remove it", but I think I feel that way because I'm confused on how to make it balanced. Dual wielding is just a weird in between, but they did some really creative stuff with elves maybe they could think of some weird playstyle involving dual wielding that isn't just another form of damage


...Dual wielding did exist in real life. The rpg version of two swords wasn't very common (sword and dagger was the go-to dual wielding combination) but it was sometimes done by skilled fighters.

If we were to take queues from real life though, one handed with no offhand with be accurate at the expense of damage, mainhand and shield would be defensive at the cost of accuracy, dual wielding would have consistency problems (both, one, or none of your attacks may connect), and two handers would hit hard and have long reach at the expense of being slow (so more AP I suppose)

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Originally Posted by Fluffington
I guess the biggest issue is, like you said, the COMPLETE lack of a build path for dual wielding. Scoundrel encourages single daggers for optimal damage and butt poking, while Warfare heavily encourages massive, bulky weapons that only Thor himself could logically lift.

While I know we'll never get it: A Berserker Tree. Take a few from Warfare and make a rage-based, all-in build path that rewards diving enemy lines like an idiot.

Warfare should be disciplined and focused damage. Right now it's just a chaotic mess. Give Dual Wielding a viable path and make Warfare more logical.

And honestly, just make Single Wielding have some other benefit and still cost 2 AP. For exaple: If you only have 1 weapon and no offhand, you start the turn with 1 extra AP, up from 4.


You're probably right, but do you have a source on why we wont be getting any non magic trees? Because giving warfare more variety would be great, and could allow for interesting combinations with how weapons typically perform. Something like beserker and duelist trees would make melee almost as complex as magic.

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Quote
I guess the biggest issue is, like you said, the COMPLETE lack of a build path for dual wielding. Scoundrel encourages single daggers for optimal damage and butt poking, while Warfare heavily encourages massive, bulky weapons that only Thor himself could logically lift.

While I know we'll never get it: A Berserker Tree. Take a few from Warfare and make a rage-based, all-in build path that rewards diving enemy lines like an idiot.

Warfare should be disciplined and focused damage. Right now it's just a chaotic mess. Give Dual Wielding a viable path and make Warfare more logical.

And honestly, just make Single Wielding have some other benefit and still cost 2 AP. For exaple: If you only have 1 weapon and no offhand, you start the turn with 1 extra AP, up from 4.


I'm not sure more ap for single handing is a good idea but im not really sure so idk.

but either way the basic attacks shouldnt be a source of heavy damage, and should always feel inferior to using actual moves. if a rogue is just sitting in melee range slapping you that should be incredibly high risk for him that would be punished by him getting murdered and dealing no damage since he's using a weak basic attack. waiting in the shadows for a real move with actual risk to come up, or for a good chance to go in and get a back stab basic attack, should always outweigh the benefits of just charging in swinging, and less actions per turn would help towards that.

Quote
...Dual wielding did exist in real life. The rpg version of two swords wasn't very common (sword and dagger was the go-to dual wielding combination) but it was sometimes done by skilled fighters.

If we were to take queues from real life though, one handed with no offhand with be accurate at the expense of damage, mainhand and shield would be defensive at the cost of accuracy, dual wielding would have consistency problems (both, one, or none of your attacks may connect), and two handers would hit hard and have long reach at the expense of being slow (so more AP I suppose)


ah yeah sorry i kind of misspoke it's more like it was never popular or more effective than not dual wielding in real life

and those are good ideas always good to base things in reality

Quote
You're probably right, but do you have a source on why we wont be getting any non magic trees? Because giving warfare more variety would be great, and could allow for interesting combinations with how weapons typically perform. Something like beserker and duelist trees would make melee almost as complex as magic.


we really need these, and his source is that Larian heavily favors magic for whatever reason and leaves the other trees in the dust.

from my list below

Quote
51 there are five ability trees that scale with int and have relatively negligible effects on the skills they govern other than allowing you to use them. the same goes for the other ability trees, one for archery, one for rogues, and one for warriors. theres nothing stopping wizards from taking any number of the 5 trees and learning any combo of spells, the memory helps limit but the finesse and strength users are just as limited by memory without having the same disgustingly large pool of choices that int users enjoy. this system is so heavily in favor of magic its sickening, if any semblance of balance is going to be achieved the huntsman, scoundrel, and warfare trees either need five times the skills or there needs to be 3 more finesse trees and 4 more strength trees, or some kind of limit on how many trees one character can pick from in each stat because wizards just have way too much versatility.

Last edited by chocolate; 21/10/16 12:31 AM.
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Larian already basically stated they don't intend to add anything more than what was promised in the Kickstarter. And that is 2 more magic trees.

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Larian already basically stated they don't intend to add anything more than what was promised in the Kickstarter. And that is 2 more magic trees.


oh god dont make me throw up lol

Last edited by chocolate; 21/10/16 01:00 AM.
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At least ONE of the magical trees they plan to add sounds fun. It's a summoner. It's basically mageception. You summon more mages!

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Originally Posted by chocolate
p.s. i had to make a new post so i could link to the post from other things (reddit) because the topic getting moved screwed up linking to the post, so just let the other one die


new topic


J'aime le fromage.
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