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Regarding their playthroughs during kickstarter campaign, they probably have problems with accurately assessing difficulty of an encounter. If I remember correctly, the heroes they used for example to show reworked battles for EE were poorly equipped with skills.

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Originally Posted by Darxim
I'm fine with having access to the more powerful abilities early on. The player really shouldn't be struggling at the beginning of the game while they're still trying to work out how to play the game. If someone figures out how to one-shot enemies in their first few fights, I don't see a problem with that. It's when they keep one-shotting enemies (multiple enemies at once, even) all the way through to the final fight that it's a problem.


If you give the player all the best tools in the game this early, of course he's gonna break balance and it also ruins the sense of character progression later on.

If your character is done at level 7 for all intents and purposes, then the only thing mattering after that is some armor and weapon changes later on all the way to level 20+. At this point the next level is just some number increases and some fluff to the build

Every level up should feel important and a character shouldn't feel "done" for as long as possible. There should be something to make players go "ooooh, shiny" at the end when they reach those later levels. Stuff with actual meat to them that feels like it matters

Which swings me back around to the point that i feel like that warriors being OP isn't a problem per se, as it's inevitable in these games and expected for end game, but that the synergy of 'best tools' and completing a warrior build is made to easy to finish early

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Problem is not only the encounter difficulty though, 2h/dw+warfare drastically overperforms compared to other skillsets, so it's impossible to balance the game for them at the same time.

And yes, progression is important, but becoming OP in the endgame is not a given even though most RPGs suffer this fate. However some do manage to pull of a proper difficulty scaling. I'd prefer a challenging game from start to finish, but would be nice if it at least did not become broken at lvl1.

Last edited by MadDemiurg; 16/10/16 09:28 AM.
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Originally Posted by MadDemiurg
Problem is not only the encounter difficulty though, 2h/dw+warfare drastically overperforms compared to other skillsets, so it's impossible to balance the game for them at the same time.

And yes, progression is important, but becoming OP in the endgame is not a given even though most RPGs suffer this fate. However some do manage to pull of a proper difficulty scaling.


Your first point is true, but by putting some barriers to keep those synergistic effects from maximizing everything, balance would at least seem more fair. Of course, the skills and talents, still need some balancing; I just don't think thats the be all end all of it.

As for your second point, well, you're not wrong, but those are more outliers than not. Any minmaxed build optimized well is gonna grow in power in an rpg exponentially over time....other builds are more linear in growth. Trying to account for two very different growths is hard.

This isn't really a problem though cause being OP end game at the last couple fights where you can lol through mobs is a fun reward to finishing the game in its own way. In game one we're basically gods anyway so why question it?

If they want to keep difficulty consistent without annihilating more casual players in order to account for end game min-maxers? I don't really see how this can be done without having various versions of enemies (if not flat out level scaling), special events, or optional content geared towards the min-maxer

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Just to lighten up the mood, but until we've exactly figured out the best way to balance 2h weapons and warfare skills, why don't we change their icons to more accurately reflect the truth? I've already got something in mind:


[Linked Image]


Disclaimer: only reason why I didn't put battering ram in there is because it's a dead horse hahaha

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Originally Posted by GrumpyMcGrump
Just to lighten up the mood, but until we've exactly figured out the best way to balance 2h weapons and warfare skills, why don't we change their icons to more accurately reflect the truth? I've already got something in mind:


[Linked Image]


Disclaimer: only reason why I didn't put bull rush in there is because it's a dead horse hahaha


Lmao this is hilarious headbanging

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Originally Posted by GrumpyMcGrump

[Linked Image]


Disclaimer: only reason why I didn't put bull rush in there is because it's a dead horse hahaha


I don't think battle stomp was the skill you were refering to, I think Battering Ram was the envisioned skill? laugh

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Originally Posted by Kalrakh
Originally Posted by GrumpyMcGrump

[Linked Image]


Disclaimer: only reason why I didn't put bull rush in there is because it's a dead horse hahaha


I don't think battle stomp was the skill you were refering to, I think Battering Ram was the envisioned skill? laugh


Nah, stomp is another issue considering that it is an AoE knock down which also clears out elemental fields. Besides, mentioning battering ram is like beating a dead horse by now hahaha

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Yeah, but Battle stomp is still pretty much one of the few skills, that does not feel overpowered. It hardly deals any damage on it's own, because the damage is not defined by your weapon. So Battle stomp does not really hit like a tank, you need to be hit by a tank first. (except for mage mobs who have no armor at all mostly and there for will be killed by the tank hit anyway.) laugh

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