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stranger
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OP
stranger
Joined: Sep 2016
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Let's start from the very very VERY good: -Musics. Omg they are so great, so cool, so right for each situation. -Environement. Map graphic is incredibily well designed gj.
The good: -Animations. Need some more smoothness but they are cool. -Origins. Pretty good addition so far, especially for the more "role playing" players.
The average: -combat system. Same as D:OS1. we all love.
The bad: -Stats system. i am not a game designer, i have no clue how to fix it. But as a player at least i can tell what is wrong here. D:OS1 once passed the omfg what even this stat/talent does gave a really good sense of progression and satisfaction. U saw u were becoming stronger, no doubt about that. In D:OS2 this is not the same, u have to put your points in attributes to not fall behind the AVERAGE, i mean im a fucking godwoken and i have to sweat to be an AVERAGE?? wtf. Basically now in this EA all u wanna do is put points on ur main stats just enough to cover all points items doesn't give to it. And focus on memory, wits (initiative op since u have to burst shileds first the u can cc). No real reason to commint ur points on stats above average (2,1 dmg bonus at lv 7, are u serious?). -Armor/magic armor. Cool addition love the fuck u RNG thought by larian but need some fixing. No reason to put points on armor stats when the bonus is so minimal compared to a decent pair of gloves.
The Ugly: -AoE. To be this early in the game AoE abilities simply have too much A. -Cc. CC is really strong after u break the armor. Too strong especially this early in the game. Both u and the enemies can chain cc everyone who has no armor and win easily, dat's why initiative is so good. There are not enough spells like fortify and ice armor. Another thing i'd like to see are proactive defensive spells like the old elemental armor. In this way after u break armors u can play like chess, shieldind the hero ur hopponent is likely to focus ect ect.
Thx for your time and sry for bad english not my first tongue.
P.S. NERF LEADERSHIP
Last edited by Kuv; 24/09/16 08:41 AM.
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enthusiast
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enthusiast
Joined: Feb 2015
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This is what I cannot fathom. Why change the stat system, was it that bad in the first place? The magical and physical armor I can understand, the way characters evolve I can't. Specially when there was area in need of improvements (loot to name one)
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veteran
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veteran
Joined: Jan 2009
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The display radius for AoE spells is also wrong. I've placed the outside edge of AoE spell Hail Strike 1.5m away from an enemy and they still get walloped. It makes it much harder to target enemies near allies.
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enthusiast
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enthusiast
Joined: May 2016
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They said they will change the stat system.
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stranger
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OP
stranger
Joined: Sep 2016
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The display radius for AoE spells is also wrong. I've placed the outside edge of AoE spell Hail Strike 1.5m away from an enemy and they still get walloped. It makes it much harder to target enemies near allies. Idk if it's bugged but ice lances dropping on the floor have 2 m radius explosion
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stranger
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OP
stranger
Joined: Sep 2016
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They said they will change the stat system. where did u get the info?
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stranger
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stranger
Joined: May 2014
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The display radius for AoE spells is also wrong. I've placed the outside edge of AoE spell Hail Strike 1.5m away from an enemy and they still get walloped. It makes it much harder to target enemies near allies. I suspect that you're correct -- I'm constantly hitting people with friendly fire despite them being outside of the display radius.
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enthusiast
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enthusiast
Joined: May 2016
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They said they will change the stat system. where did u get the info? One of the threads here, I'll just post the source post: Since this topic is getting a lot of attention, please allow me to provide some perspective.
The fact that your effective damage can go down after a level-up is a bug. The idea was that your effective damage stays the same in case of weapons, since weapons are supposed to apply bonuses according to their level. For skills, the effective damage is supposed to stay the same since their damage automatically increases when you level up, negating the reduction of the bonus.
Attribute bonuses where designed with following aims in mind: 1) We wanted to avoid small cumulative bonuses like "1 point in Strength gives you 1% damage increase" since they are unnoticeable during early game, which is important for Early Access content. We want attribute points to matter immediately, and not 10 hours later.
2) On the other hand, keeping large percentage bonuses (10%+) would lead to increasing Vitality gaps between levels, since we need to keep difficulty constant. In turn, this leads to more linear and rigid progression where players cannot take on fights 1-2 levels higher and must look for fights of their level before proceeding.
3) We also wanted to keep the door open for hybrid classes. It is important to point out that addition of Physical and Magic Armour and also high ground bonuses have made hybridizing a lot more potent. For example, if you split your points in INT and STR, you will get 15% damage decrease compared to pure INT or pure STR characters. It is not a big price to pay for ability to attack the weaker of two Armours of your opponents (and many enemies have only one type of Armour). Similarly, if you put some points in STR for your ranger you can continue to enjoy high ground bonuses, while not being completely defenseless when a 3-ton crocodile teleports on your head.
Regardless of the above, the current system is going to be changed, since it ended up feeling counter-intuitive and unrewarding.
The following is the new system that we want to try out in the near future:
1) Each new point in STR, FIN or INT provides a flat amount of damage to corresponding attacks and skills. This amount grows with levels. The numbers will change, but currently an attack with a 2H or an average 2AP skill would receive 3 damage per attribute point on level 1, 4 damage on level 2, etc. 2) The bonus is applied to the total damage of the skill or attack. Hail Strike receives same bonus as Fireball, despite dealing 4 instances of damage. 3) The bonus is multiplied by the AP cost of the attack or skill. When dual-wielding you will receive double bonus compared to wielding a single 1H weapon.
Please let us know what you think of this new system and thank you for sticking with us through Early Access smile
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enthusiast
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enthusiast
Joined: Sep 2016
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With what they tried to do with the stats system, they should really just make your stats mostly static throughout the game, with only scarce improvements over the course of the game.
Progression focus could be then instead shifted towards the Skills and a wider variety of meaningful Talents.
Think Fallout 1/2, or at least D&D.
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veteran
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veteran
Joined: Jan 2009
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Idk if it's bugged but ice lances dropping on the floor have 2 m radius explosion I'm still going to count that as a bug because the radius displayed IMPLIES that it's safe to be outside that radius. I've killed my party members by accident because the radius display is giving wrong information. It should be fixed, even if just to add a "splash damage warning zone" outside the "direct hit" radius circle.
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veteran
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veteran
Joined: Apr 2013
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DOS1's stats system was imo a whole lot better and so was the general combat mechanic. It offered more flexbility, more possibilities, a better sense of progression and therefore more fun.
The new system in DOS2 only benefits PvP-MP imo.
Last edited by LordCrash; 24/09/16 02:19 PM.
WOOS
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stranger
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stranger
Joined: Sep 2016
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When casting Hail Storm you only see the aoe for the middle projectile, but the skill fires a total of 4 projectiles, 3 of which are symmetrical around the center, that is why the skill is also so damn overpowered, you can hit a single foe 4 times with it.
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veteran
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veteran
Joined: Apr 2011
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There are quite a lot of bugs in the Alpha... but that's why it's an Alpha. Every singe spells/skill's description is wrong, so it's not all that surprising if you notice one or two having that being it's ALL of them.
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veteran
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veteran
Joined: Apr 2013
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There are quite a lot of bugs in the Alpha... but that's why it's an Alpha. Every singe spells/skill's description is wrong, so it's not all that surprising if you notice one or two having that being it's ALL of them. Restoration's description is correct imo.
WOOS
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addict
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addict
Joined: Apr 2013
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The new stat system is streamlined and also rather stale, e.g. movement per AP is only affected by equipment. This is what I cannot fathom. Why change the stat system, was it that bad in the first place? Two words: Arena Mode It seems that Larian is moving away from the single player experience and concentrating more on multiplayer.
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enthusiast
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enthusiast
Joined: Sep 2016
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It's a good thing.
PvP, Equal against Equal, is one of the best measures of balance.
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addict
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addict
Joined: Apr 2013
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Theory vs. Practice
D:OS is the better and more fun game. This is one of the reasons. It is a pretty big problem and it needs to be fixed.
Last edited by dlux; 24/09/16 07:21 PM.
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enthusiast
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enthusiast
Joined: Sep 2016
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Needs more work =/= correcting for PVP is bad.
This is a Pre-Alpha, we're getting the game which is still, in parts, essentially the old one. Just because at this stage the game isn't perfect(which it was not advertised as), does not mean that the ideas behind it should be scrapped.
It is also objectively a better system: Instead of limiting the toys you can have, it limits the ones you can play with at the same time.
If you need a specific skill, you don't buy/re-buy books to learn/re-learn it, you just hot-swap it in your loadout.
The only problem right now is that you don't get to play with as many toys as you'd like to at the same time. Which is an issue of tuning, not a fundamental flaw.
Last edited by Naqel; 24/09/16 07:32 PM.
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veteran
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veteran
Joined: Jan 2009
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It seems that Larian is moving away from the single player experience and concentrating more on multiplayer. That's what I fear will be the future of Larian. The focus on competitive questing is a big step in that direction. Multiplayer is the reason why the prison arena is only "one round and you are The One" and why only one person gets their collar taken off even if it was a 4v4 fight.
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addict
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addict
Joined: Apr 2013
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@Naqel
Single player is suffering because of multiplayer (PvP) and that is a bad thing IMO. That is my constructive criticism and it is fine if you don't agree. Opinions and stuff.
Last edited by dlux; 24/09/16 08:21 PM.
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