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stranger
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OP
stranger
Joined: Nov 2016
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Okay first i want to say that there is a lot about this game that i love, maybe its just the avid fan in me, but there is some stuff I really don't like. This game is BEAUTIFUL all the animations are stellar and well done IMO and the game seems to do a lot of what Divinity OG did well with some great improvements, and let me say thought i was gonna hate memory (which it is a little unforgiving, i honestly feel like a goldfish instead of sentient being with it) BUT it gives meaning to your choices even when determining which spells you keep and how you want to proceed and i love that. The game is great and i am happy i have bought it even in alpha status.
BUT there is some things i think can change to improve the game by leaps and bounds, and we will start with my Biggest problem with the game and idk if anyone else agrees with me or not but this magic armor and physical armor thing drives me NUTS. Don't get me wrong i understand why you guys tried this as a viable replacement option, i played the original which amounted to whichever team went first and successfully got their CC chain started would win. But man as it stands now this game is turn one toss a grenade to break "resistance bar" then proceed to chain cc them into the ground. Once the "resistance bar" is broken the people go back to being helpless toddlers in the face of CC. Now by no means am i saying the old system was perfect but it was much better then these "resistance bars" and i have no perfect solutions but maybe an idea to start with, go back to the old system with some minor tweaks like maybe your elemental resistance, say lightning would affect how you are affected by a stunning air attack, for instance say you have 90% air resistance then say you have a 45% chance to avoid the crowd control affects on top of the resistances to cc you already have. Like I said I have no perfect solutions to this problem but its pretty hard to get into the game when the fight starts with battle crazed guys then turns to a CC mop up after 2-3 turns.
Now there is some other stuff like the stats and stuff that i get sad with but that seems to be the running theme across many of the boards with people who have put much more time and effort into the numbers then i have so that is theirs to try and improve the game.
There is two more things i would like to talk about, and i don't know if you saw this coming or not, but the stealth mechanics in this game need some major tweaks to be viable. An easy fix to this is an ambush phase on successful sneak attacks to start combat, and when some people talk about this say even if its just to move your character into positions that are advantageous is enough to make this viable i disagree. I think a successful sneak attack that leads into ann ambush round in combat should be DEVASTATING, a surprise debuff that puts people in a bad spot and combat turns to boot along with chances to cause fear, a successful ambush should all but guarantee a victory in combat, similar in alot of ways to darkest dungeon (which i love), and i think the AI should be trying to get the ambushes themselves. But this should have a huge downside if failed where as a successful ambush gives enemies the disadvantage, an unsuccessful ambush should gives crushing debuffs for the aggressor. I really just want a viable sneaking system for the rouge types no matter how its done.
And my final thing i would like to drr in the game is really just about greed to be perfectly honest. I WANT MORE RACES!!! I LOVE the multiple race aspect of this game LOVE IT but i just want more. i want half giants, tree-kin, merfolk, undead, goblins and yes even orcs as playable races anything that you can think of i want it, i want a race that is primed for the elements one for each at least like a merfolk for hydromancers, a demon race for fire(kind of have that with the lizard race), an angelic bird race for air anything and everything would be GREAT!!!! Even if u need to unlock them through gameplay like ultra rare finds that affect accounts, or even DLC(though not preferred). . . You opened the door to an amazing amount of possibility with these races but you stopped just before making it CRAZY GOOD.
Let me finish by saying if i said anything ignorant i'm sorry this game makes me want talk for hours without even thinking and i want it to be sooo good and it hasn't disappointed even in alpha but i want a little more and i know that Larian can deliver. So please even if my feedback is not worth changing anything over listen to the people who have good ideas for this game, everyone wants this game to do well and i think that can happen with you guys
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old hand
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old hand
Joined: Aug 2014
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As much as several cool races are in theory, it does eat up a lot of development (e.g., making armor models for different races). But playable undead are coming. Five races is pretty decent overall.
Regarding the way CC works, it is problematic in some ways. Overall, I like how it's not really random anymore, but in some ways, it makes CC even stronger than before, since you now reliably finish fights with CC instead of semi-reliably initiating with it. It gives a chance for enemies to put some hurt on you before they get stunned, at least, but it's usually not that hard to strip the armor.
Maybe it's a numbers problem, and increasing enemy armor and reducing vitality will make the game even less CC dependent, though then many abilities will feel useless for much of the fight. Maybe increase armor, but only hard CC (stunned, charmed) is blocked by them, and stuff like bleeding and burning have a chance to be resisted with armor up, but can still go through sometimes.
Maybe armor reduces the efficacy of status effects, but doesn't completely block them. So stunned with magic armor active could reduce AP recovery by 2. Bleeding and burning wouldn't deal as much damage with armor up. This would set up an interesting dilemna of wondering whether to use an effect earlier in the battle for the upper hand, or save it for after armor breaks for a more devastating effect.
Maybe willpower and bodybuilding need to return, and enemies (and players) can have a chance to resist effects even after armor is down.
I expect Larian will definitely tweak the system, but to what extant, I don't know. I do think it needs at least one significant change.
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enthusiast
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enthusiast
Joined: Oct 2016
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I actually really like the idea of diminished effects on types of armour. I agree that as it stands now, Magic Armour and Physical Armour are very powerful. By all means, make them completely block auto-attacks, but ability effects, CC etc. should do a weaker effect.
Last edited by Kelsier; 02/11/16 10:28 PM.
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stranger
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stranger
Joined: Oct 2016
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Yeah. I really like the armour system, I think it's vast improvement upon the old system and it give you a real choice in combat. Having said that as soon as you break it, you are right, it's a forgone conclusion as long as you have the right CC. Some enemies being immune to certain types helps a bit. But most fights it does turn into a "what armour do I break first" decision. I would like to see the random chances brought back in and scaled by the armour type vs a penetration factor.
e.g. Scaled Chance% = Penetration (scaled by warfare or relevant magic school) / Armour (from gear/skills) final chance to affect% = Scaled Chance% x Skill CC Chance%
this would add a risk/reward element but maintain the goals the armour system is trying to achieve and would open up far more interesting choices in combat
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stranger
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OP
stranger
Joined: Nov 2016
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I am okay with races not all coming out at once but i dont want them to stop with just 4 or 5 i want them to keep expanding this even if it is after the release in forms of DLC i would even be willing to shell out a little extra money for more races i just don't want to go crazy paying for DLC. I understand that committing more resources to something that feels solid is hard to do but this is still in alpha so I just want the idea to be out there for some good new ideas.
In the old game CC was never really random u had ur chances to resist that went against their chances to apply then its was just a "dice roll" to determine wat happens and im okay with that. though i will admit CC got out of control and was overpowering towards the end of OG sin but i felt like that was the point, to become this badass being that could stun at will. the thing i dont like about the magical armor is it just starts to feel like a chore to get rid of it before any actual damage starts
My problem with making things less tanky is that tanks are barely viable in the game as it is, on the hardest difficulties tanks were basically a one turn attention draw until really late game but by then it didn't matter. And if your going to bring back bodybuilding and willpower why leave the mana shields on just go back to the way you had it
I think you are right though, I think Larian will make some big changes, but idk that there is a perfect system that everyone will like. trying to find the right balance is hard
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stranger
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OP
stranger
Joined: Nov 2016
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I don't know that the choices are really that substantial and i doubt it would change often unless your team changes drastically, i mean think about it, to optimize a great team u would want all of ur characters be doing one form of DMG, whether its magical or physical, so u don't have to worry about taking down two different health bars when it is unnecessary. And from there it is a mop up, cause unless your auto attacking you are going to be trying to apply something to the enemy.
I do however like the idea of random chances and penetration factor, it would add something new but i would want to see it in use to see how it runs. Nice thinking man
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