Originally Posted by Stabbey
1. Attributes
[list][*]I generally think your changes to attribute bonuses are okay, but I dislike tying Memory slots to Intelligence. I also think removing critical chance is unwarranted.


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3. Memory
[list][*]Tying Memory to Intelligence is not a good idea. Mages get to maximize their damage AND get more skill slots for free, but physical damage classes have to sacrifice their damage if they want to get skill slots. Completely unbalanced.
[*]You have rendered Master skills pretty useless by making them so rare and hard to get, and rendered Advanced skills for physical classes useless by making the INT requirements so steep.
[*]Under your system, it is literally impossible for a physical damage class to both max out their primary attribute and have more than 5 Novice, 4 Advanced, 2 Expert, 2 Master skills.


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4. AP System
Not really sure what the point of increasing the AP cap is if it only goes up by 2 with 10 points invested. Literally NOBODY is going to have 15 speed. Nobody. It's simply not possible.



Maybe replace speed with memory is a better idea. I gave 2 AP to speed since Speed would be considered too weak without them. Since you said nobody would have 15 speed. Maybe we can remove speed and add the initiative bonus to perception.

I don't think removing critical chance is warranted and I have no personal problem with RNG. But if you are going to reduce it, why not do further?

Originally Posted by Stabbey
[*]A total of +14 attributes. 10 needed to max one, leaving a whopping 4 others to spread around? That kills your system dead right away. That's not enough to do anything with.
[*]I am ignoring the existence of bonuses from items, because those are based on RNG and equipment changes often, so +bonuses cannot be relied upon.


I'm taking gears into consideration since +attribute gears appears to be common. It surely need more balance and testing with gears taken into consideration. Too less and it kills the system, too much and everyone has 6*15 is not good, either.


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[list][*]+12.5% for a maxed out skill is a really, REALLY slim amount. +2.5% per point invested is unnoticeable. Doesn't really seem all that worth investing in.


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[*]A 10% boost in skill power is far too weak.


I want it slim because too much scaling punish you if you try to switch tactics. Say in DOS2, I'm a 10 pyro mage fighting against an enemy with 100% fire resist and 0% water resist. I switch to Hydro spell for damage, unfortunately i only have level 2 in hydro and lost 1-110/150=27% damage, wtf? You cannot remove resists since it makes sense that undeads are immune to poison and fire elementals are immune to fire. With a slim bonus you are less punished in situations like this.


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[*]Retribution is still completely worthless. Enemies have a much larger HP pool than players. It should really be 20% damage reflected per level, not 5%.

I have no objection in changing it to 20%/level

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[*]Interesting idea to change Willpower and Stamina to a simpler status blocker, so you can block between 1 and 5 times before something lands. I think this might be a neat idea worth looking into.


This is also the change I want to see most in DOS2 EE.

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However, because statuses are so important and so devastating, you've basically just rendered Leadership and Retribution as useless things no one will invest in.

Retribution and Leadership may be buffed to compete. Leadership may also be moved to civil abilities so there is no competition.

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[*] I would actually change the Willpower/Stamina thing so that by default all player characters start out with 2 of each with 0 points invested in them.

I'm taking gears into consideration. If +willpower/bodybuilding gears are scarce then your idea is better.


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5. Anti-CC System
So permanent, always on, free CC removal? That's a no-brainer. I'll take two, thanks. A better idea instead of making them auras would be that they remain activated skills, you use them and they restore 2 points of CC armor.

They are not always on. They block status and cooldown before they can be activated again.


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6. Movement Skills
Why not just prevent players from taking a second movement skill at all? Because you've now eliminated the entire point of having more than one. I don't like this change. It makes the combat much less dynamic and it makes it harder to compensate for cheating enemies.


Too much movement skills rendered terrain useless though. I like ground control since it is the hallmark of DOS. Maybe there are some better ideas I did not come up with.

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Unfortunately, while the overall presentation idea has some good points, it's almost completely killed by your miser-like handouts of points. There's no way to spread points out or diversify, you don't get enough to try things out or experiment. This is a recipe for pure cookie-cutter builds.


It appears that we disagree over this problem: Should gears be taken into account or not?

If +attribute/ability gears are scarce then you are right about this. If these gears are common enough and/or can be crafted then there is no need for more attribute/ability points.

I said that I am trying to improve the system based on DOSEE so I'm also balancing the system around gearing of the first game where you can attach tormented souls to weapons for +2 STR/DEX, Craft +2 INT Wands and +2 Speed amulets.

Last edited by sehnsucht; 03/11/17 07:01 PM.