Balance Changes
Posted: Fri Oct 24, 2014 4:03 am
It seems there are several comments about balance from one topic to the next. In an attempt contain all thoughts and theories of balance woes in one location, I suggest using this topic as the de facto place to post ideas concerning balance issues for GR2. Please feel free to comment or post your own. I'll start:
These are the balance issues I see in GR2 that I'd like to be addressed by the dev team and the reasons I feel so;
These are the balance issues I see in GR2 that I'd like to be addressed by the dev team and the reasons I feel so;
- A complete reworking of the firearm system and ammo situation
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It's been mentioned multiple times here and on steam, but I'll quickly gloss over the problems here:- "Misfire" causing damage to the party - a huge penalty in and of itself!
- Still suffers from "accuracy" woes, meaning the toon really can't cross-train well and must focus on dexterity or accuracy skill taking away from other options
- Damage for the firearm skill is non-scaling, so when compared to comparable skills of the same caliber, this makes firearms one of the weaker skills unless...
- Firearms themselves are also weaker in comparison to typical weapons of the same caliber except for one specific firearm...
The fix for all of these issues is simple - each point in firearms increases chance of critical 3%. Then the firearm "specialist" can max the Firearm skill and the Critical skill and be viable without this "super" weapon. And I'd scale down the firearm damage on the few weapons with high damage to compensate for this. - Lack of ammo - you can't just attack with each toon in a circular pattern starting with the top left toon, then top right, then bottom left, then bottom right because you will run out of ammo every couple of enemies. Is this the way firearms are meant to be played or is this a broken mechanic? There is no possibility of having a 2-man or even 4-man firearm troupe with the current ammo situation. The obvious solution being presented in various threads is being able to pick up "spent" ammo and craft it back into regular ammo.
- Chargable items should have a 0-mana cost to use
[I have to make dinner right now, else I'd provide some links, sorry...]
For one, from an avid pen-and-paper d&d player myself, the magic is supposed to be contained within the item itself. From a logistic standpoint, the players will *never* use these chargeable items over their own current skills if necessary because, regardless of how you've "balanced" this game, a toons own attack almost always does more damage than a chargeable item. Second, the time and place to use a chargeable item is when you've run out of mana and are backed into a wall and need to quickly "cast" something with at least minimal damage to save your skin. Well guess what, now you can't. My other argument against this requirement is "bombs" can do just as much damage, but never miss, hit all four monsters on the square, can be thrown faster than a chargeable item can be attacked with a second time, and costs zero mana to use. Basically, you've reduced the need and use of these potential cool items to zero by charging mana to use them. - Lower the cooldown on special attacks
viewtopic.php?f=18&t=7682&hilit=special
viewtopic.php?f=18&t=7603&p=77381&hilit=special#p77381
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From my observations and from what I've seen others comment on, the cool-down is higher than a standard attack which doesn't make much sense when you can easily make two attacks in the time it takes to make one special attack, and the special attack does possibly 1.5x damage, whereas two standard attacks do... 2x damage. Which would you use? As it stands now, its far better to "dance" around opponents instead of using and special attacks. - A little better evasion for dex-based front-row melee builds
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Dex-based weapons for the suave swashbuckler-type fighter are few and far between, with the quicker attack speeds not holding up well to the large damage payloads of strength focused toons in regards to dps. On the outside, this seems like the problem in and of itself, but the real issue is not the toons inability to deal large amounts of damage, but in it's ability to defend itself appropriately from hordes of foes. Not killing a foe fast enough is just as deadly as not being able to dodge their attack with the result of both equaling potential damage. Currently, getting high amounts of evasion in GR2 is a fools errand, with min//maxers posting scores as high as 64. It's clear the designers realized the flaw in GR1 regarding evasion and made a change, but it's also clear they over-corrected which is why I believe another change is necessary. I'm recommending adding evasion to rogue clothing and, for each point in Light Weapons, a bonus of +3 to evasion *if* the toon is not wearing any armor. Doing this will improve the survivablity of front-line swashbuckler fighters. - Spell damage scaling slightly with +Wisdom
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viewtopic.php?f=18&t=7311 <-sorry, I'm not sure how to select an individual post from this entire thread...
This has not been that big of a deal to me as I'm not too far into the game yet, however from what others have lamented, the damage really drops off endgame for wizards and since melee weapons and throwing weapons get +damage from strength and skills, missile weapons from dexterity and skills, it would make sense that spells get +damage from wisdom to make their damage comparable to min//maxers damage at end-game levels.