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  #321  
Old 03-17-2017, 09:18 AM
Throwback Throwback is offline
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Every time I come back to this game I am amazed at all the improvements.

Then something stupid happens, like running into a boss with ring of frost, and my companions chase him well over a full screen away, into fire, and get themselves killed. Instant quit.

I am playing a defender, who is based on interrupting opponent skills, not damage. He's finally viable...except for this type of boss, which puts out masses of damage per hit. I suggest one of the following for ring of frost: a) it's damage is a percentage of the damage it is attacked for; or b) ring of frost does not activate while the monster cannot cast spells. Also I would like a way to shorten my party's tether range or something like that.
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  #322  
Old 03-17-2017, 09:12 PM
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"Every time I come back to this game I am amazed at all the improvements.

Then something stupid happens, like running into a boss with ring of frost, and my companions chase him well over a full screen away, into fire, and get themselves killed. Instant quit."

Well that escalated quickly.

There are a few outlines in terms of damage (*COUGH* LIGHTNING SORCERERS *COUGH*) and this is one of them. I think I've mentioned this before and tend to agree, the damage potential of this single mod is too high. Even early game it can proc like 20+ times a second, easily wiping out entire clans. And if Eternal Darkness gets it in the early game, it makes their clan practically invincible.

Personally, I'm not in favor of really massively changing it. Having a minor, regular and major version with a 1000, 500 and 250 cooldown for the different versions (and level restricting those versions, or maybe difficulty restricting) would balance it out a lot.

The other big 'it's op' scenario is that it just crushes early game summoners.

Meh, idk.
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  #323  
Old 03-26-2017, 09:47 PM
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In the belief that feedback is good, I have some more:

1. I retract a previous statement about difficulty being too low - difficulty is just about perfect on my level 46 defender.

2. I lost 2 clan members in my party close together. My entire clan of 15 went insane, with the exception of 2 people. That was kinda cool and I rolled with it, but it also feels a little bit off.

Presumably what happened was a chain reaction of insanity, where (after the death) 1 person going insane raised the insanity of everyone else they had a high enough relationship score with.

I think this type of situation could be handled more smoothly, whereby it makes things *harder* without wiping out the majority of a well-developed town. I would do that by making deaths hit happiness instead of insanity, unless the person who dies is in a romantic relationship with the clan member. If you wanted to go a step further, give all the people with a relationship >x the 'grieving' negative happiness modifier, which can only be removed by completing one of the P4 'flowers on grave' quest.

That way a party member's death makes the world more difficult (unhappiness is a real pain to deal with), but it doesn't wipe out your entire clan.

3. I'd like to see a few more positive personality traits. I think there are slightly too many negative traits, which simply results in me not taking a person rather than managing them. That or make the negative traits a little less unbearable.
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  #324  
Old 03-28-2017, 11:43 PM
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Couple of bugs:

There is a food called 'Perry', which I assume is supposed to be 'Berry' or 'Berries'.

Riposte is bugged - at higher levels it no longer stuns. I am level 48, with Riposte at level 5.
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  #325  
Old 03-29-2017, 11:11 AM
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Perry is actually a kind of alcoholic drink, kind of like how wine is made from grapes, perry is made from pears.

I'm guessing that the riposte stun is just getting too low level and you need to level it up again to keep up with higher level monsters.
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  #326  
Old 03-29-2017, 05:40 PM
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It's possible, but it says 1.09 seconds and I can't see it stopping attacks at all. I will double-check tonight or tomorrow to confirm.
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  #327  
Old 03-29-2017, 11:47 PM
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Quote:
Originally Posted by Shadow View Post
Perry is actually a kind of alcoholic drink, kind of like how wine is made from grapes, perry is made from pears.

I'm guessing that the riposte stun is just getting too low level and you need to level it up again to keep up with higher level monsters.
Checked and confirmed re riposte issue, I was looking at the wrong stat.

Gotta say though, getting it high enough to have stun time is not easy considering that I need to spend points on damage so things will attack me, and defence so that I can trigger riposte. I'm ok with it - the damage on riposte is good - the stun just feels a bit pointless when I can't afford to invest that much on it.

Maybe it will be better once I get into the 50s or 60s?
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  #328  
Old 03-30-2017, 08:56 AM
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I would seriously consider not using Ripostle as your main ability. CD abilities are not ideal as you can't scale them with cast speed. Ripostle is almost certainly intended to be a secondary, supportative skill. I would highly recommend not investing 50 to 60 points in it, if that is even possible. (I don't even think it is.)
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  #329  
Old 03-30-2017, 10:54 PM
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Quote:
Originally Posted by Destro* View Post
I would seriously consider not using Ripostle as your main ability. CD abilities are not ideal as you can't scale them with cast speed. Ripostle is almost certainly intended to be a secondary, supportative skill. I would highly recommend not investing 50 to 60 points in it, if that is even possible. (I don't even think it is.)
I wanted to use sword & board. I've been trying to make this build work for nearly 200 hours now over various iterations - I think it is useful feedback for the dev. That said:

1. I am using riposte + sword mastery + defence boosting skills. I was using mastery, shield bash and riposte but I wasn't able to afford enough levels in riposte to get any stun time. Following Shadow's post, I removed shield bash and focused more. The build is viable at level 52 - I have 77% block chance and ~400 dps on auto-attack. Stun time on riposte is still only 0.2s though, so basically worthless.

2. Using Riposte as a secondary skill would guarantee it never having stun time. That's what I was doing, but it seems odd to put stun on a skill and balance around it, only to have it not operate when it's used as intended (in this example, as a supporting skill).

3. I agree that cooldown skills are odd. If they were never intended to be main skills, their secondary effects (stun & silence) should a) not be based on level; or b) decay far, far slower than they do. Riposte is even weirder because it has a 3s cd for no obvious reason. I still get plenty of use out of it though.
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  #330  
Old 03-31-2017, 12:26 AM
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Skill balance in this game is not very good. Some make you invulnerable. Some give you completely broken DPS. Some do nothing while others are just ok. Pros and cons also become very extreme at higher levels due to multiplicative scalings.

I think at this point, it's a bit late to get skills balanced (game released, expansion coming out, etc.). But, who knows maybe Shadow will be inspired to do a balance change. I think it's interesting feedback for sure, so thanks for sharing.

Semi-related - I was going to mod the skills to completely rebalance them. But, I couldn't figure out how to change the values through modding or change text descriptions in game. Like, I 'could' make my mod file properly (I think), but my changes never seemed to take effect. Same with traits. So, I gave up on that idea.

In any case. I think it could be a good skill. But, eh, good luck getting it changed/rebalanced.

Last edited by Destro* : 03-31-2017 at 08:32 AM.
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