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Hi everyone,

After playing this EA, something bothers me (but is not game-breaking) : the new AP system.

In the first DOS, we had more AP, a larger bar, etc... Here, it seems like all the AP needed, gained and all of that were divided by 2 or 3.

Problem is : it could balance the game much more if it comes back to the old system.
Take the exemple of Hail Strike : It only costs one AP, it is a very powerful spell capable of freezing mutiple ennemies if stuck together.
If we had more AP like the ancient system we could make it cost not 2 but 3 for example. That would be the equivalent of 1,5 AP in this new system.

It's only an exemple but I feel like it should be a thing to improve.

Another thing, I don't know if it is true because never saw any information on this, but it seems like you have only 6 AP max in a turn. That's a little too few, in DOS 1 I loved the way that you could make a character Haste and really focus on AP so he can do many stuffs in his turn. Here, I feel like the maximum is 6 and it's not that much, you can't build a "swift assassin" that can do many things during his turn.

What are you thoughts about it ?

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I prefer the new system.
Hailstrike is broken right now and should only hit for half or less.
6 AP + Warlord + Pawn is plenty.
1 AP for free movement + getting more AP for every kill allows my rogue to kill 1-2 enemies each round which is more than enough.
Most Spells cost just 1 AP -> you can cast way more than you could in OS1 -> more fun.

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I do think 1 ap spells are too cheap. It should at least cost the same as a standard attack.

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Yes this talent (getting AP when killing an enemy) is very strong.
Problem is that it's either 1 or 2 ap for spells (maybe 3 ?). You won't be able as in DOS 1 to make him 3 AP 5 AP that would be 1,5 or 2,5 AP.

I remember loving the fact I had a character that had like 20 AP in his turn in DOS1, he felt like he was a really swift assassin !

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Well even in the tutorial area Sebille can essentially get a bonus 3 ap from adrenaline and flesh wound and thats not including the bonus AP from kills talent or similar skills in the later game. So I'd say its still possible to make the "swift assassin" build.

I think the AP system is well balanced for fighters and archers but needs some serious rebalancing for casters.

Last edited by Bhazor; 18/09/16 08:45 AM.
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I agree that with more AP skill cost balance could be more (better?) fine tuned. But i dont have a particular issue with new system as well - i can live with it.


"I don't make games to make money, I make money to make games". (Swen Vincke)
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Yeah it's especially for the balance thing that I'm saying that ^^

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The AP balance should be based on Warriors Rogues and Archers not on Mages.
Hailstrike aside the spells are strong but not extremely broken -> 1 AP is alright.
Dont forget that spells have a rather high cooldown and mage autoattacks are kind of weak.
I think dual daggers, 2 handed and 1 handed are all in a good spot right now.
Because of that i dont think we need to change the max AP or the AP/round.

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Well both my mages had dual wielding and have 2 wands, I can assure you their autoattacks aren't weak ^^

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Way weaker than a autoattack from a proper rogue or 2hand warrior.

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Yes of course but can't really be compared since you're ranged. But I really feel that mages are a little overpowered right now, you can do many CCs, spells and autoattack for many dmg in a good distance.

Anyway that's not the point of the topic, I'm really talking about the way the new system is different from the first one and I prefered that one.

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And i dont think it works without having speed as an extra attribute.

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Not necessarely an extra attribute, maybe in spells or items, things that could give you more AP at a cost or something like that, in the old system this was a perfect thing, balanced (a character that could do 5 attacks in a round wasn't doing much damages with every attack)

I think it's something that could be improved

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i like this new system better as well sure there is a little balancing to do but it is cleaner


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