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#231
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![]() One thing I realized, is that because in this game you can mix and match skills, plus you can come back to an area with a different character, I think it would be really cool if monsters had *high* resistances to specific elements -- much higher than before. The key thing is not to make resistances uniform, but instead to vary them by monster, to make things interesting. For example, the amorphs could have very high lightning + fire resistance (earth being resistant to lightning and fire). Characters wearing metal would have low lightning resistance (I actually wish you could go below 0 and be extra vulnerable, but that's a different story). Mages would be resistant to magic; fire mages highly resistant to fire (I know this part exists, but it can be increased for this game). Furry animals could be resistant to cold; etc. Crank those specific resistances up, making it a challenge to face some monsters with a particular elemental skill.
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#232
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![]() Are the monsters who say "I got your gold!" in Din's Legacy? I've been playing for ten hours and haven't seen any.
If they're not, they should be! They're classic. |
#233
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![]() Quote:
There is a lot of logic and flavor in your post that I agree with sounds good on paper. But in reality, this just makes non-spell builds even more viable than they already are. And, non-spell builds already dominate the current game for serious optimized play. |
#234
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#235
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![]() Quote:
Fair enough. We disagree then. I'd like to reiterate and clarify that while I think what you said is good idea, the priority of the suggestion should be well after vast balance changes are made to the game. Maybe you agree with that or maybe you don't, but I want to make clear that this would be a disastrous change to the current state of the game. At least in my opinion. Why go backwards before going forward? Last edited by Destro* : 09-08-2019 at 03:39 PM. |
#237
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![]() Please see my edit. I edited my post because it didn't convey my thoughts properly and it seems you didn't catch it in your post because of how fast you responded and how long it took me to write my edit. (that was honestly really fast on your part, dang yo). Thanks! Hopefully it comes off less extreme and less disagreeable.
Last edited by Destro* : 09-08-2019 at 04:14 PM. |
#239
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![]() So, I always take about balance in the Discord and forums and I figured I'd make a large wall of text balance post again at some point. And, that's this! Here are some balance changes for a better tomorrow in Din's Legacy. I'll present the problems, nerf ideas and then buff ideas.
Problem: Strength is too good. - Bpass high-level mail and equipment level requirements to use level 100 mods easy by level 50, and as early as level 35. (We'll ignore this though) - Scaled too well by basic strength passives. 1,000% increased strength damage at leel 40 is common, and completely outclasses all bonuses that a level 100 spellcaster can acquire before adding anything else. Nerf Suggestions: - Reduce strength damage scaling bonus from 0.4% and 0.1% per point of strength to 0.1% and 0.05% per level. *** Problem: Vitality outclasses other forms of defense, making playstyles like 'mana shield' and 'shield skill user' lackluster. Nerf Suggestions: - Reduce basic health passives from 1.0 and 1.5 vitality per point to 0.3 vitality per point, with 0.1 per level scaling as before. Buff Suggestions: - Add a 'shield strength' modifier for items to increase shield strength by a percentage (10 to 200%). This is the most elegant solution I can think of for making barriers viable without a lot of major effort on your part. I think that a UI to show remaining barrier strength would also be extremely beneficial for barrier gameplay, but this would at least make barrier gameplay viable... literally. - Double the 'Mana Bonus' nodes to 2.0 mana per point of intelligence. This makes them competitive with the vitality basic passives, since vitality has hardiness, unholy strength and food items to boost it up to nutty levels, which intelligence doesn't. *** Problem: Spells can be as strong as melee, but they require so much more investment. Outside of wands and staves, spell damage and cast time are hard to come by. The only exception is Inspirre Greatness in the Minstrel tree, which is basically mandatory for any spell caster since it gives a good source of cast time increas. - Add spell damage % per intelligence basic passives to the spell caster classes. - Add cast time % passive nodes to the spell caster classes. They can honestly be as low as 3%, with a 1% increase per level, and they would be incredibly competitive picks with other nodes. Plus, you'd really want to level them up, which is great for making players choose where to spend points. - Add elemental [fire/cold/light/poison/magic] % per spirt basic passives to spirit-oriented classes. (A HUGE spirit buff btw) *** Problem: Dexterity and Spirit are just too underpowered. I want to love Dexterity and Spirit, but compared to strength, vitality and intelligence, they are completely outclassed. For Dex: You don't need the attack passives to support Dexterity to get 100% accuracy (thanks to Weaponmaster's accuracy skill and just a bit on gear). Defense doesn't defend you against spells (I think), but anyway you'd never attempt to scale it up over raw life from vitality. (Might change with vitality rebalances above though!) For Spirit: Spirit actually has very powerful capabilities, however it is too expensive to pick up, which is why you just pick life instead of it. The resistance nodes being split into four seperate nodes is so costly. And, not having a magic resistance bonus from the skill innately or via a basic passive sucks too. Buff Suggestions: - Increase value and scaling of spirit resistance nodes to 1.0 and 0.3. - Or, combine the nodes and rebalance the costs slightly. - Add magic resistance nodes (magic resistance per intelligence) to caster classes. - Make defense apply to spells (if it doesn't, going to test this weekend actually on this haha). - Add 'critical strike % per dexterity' and/or 'critical strike damage % per dexterity' nodes to the dexterity based classes. (Just an idea to add some incentive to invest into these stats *shrug*) *** Outstanding requests (that I never expect to see added, but feel obliged to add): - Nerf Scavanger (op, reduce duration to Path of Exile levels (20 seconds) or make it even shorter (10 seconds) or just remove from game, haha). - Nerf Champion (the buff that NPCs cast), also too op. - Nerf Lucky + Mana shield interaction (also OP) - Nerf Gaseous Form (op op op) - Bring back old sprint. (I miss u) - Make skill use time for melee skills be based on weapon speed. (Yeaaaap) *** I wouldn't expect any of these changes to be added in the game, let alone all at once. But, I do hope they inspire some ideas to rebalance the game even more! Or, the sequel to this game! Last edited by Destro* : 09-12-2019 at 06:13 PM. |
#240
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![]() Good points about Spirit and Dexterity. I see Dexterity as having a niche role. It doesn't seem to work vs spells but I like Defence for raising my EHP, and close range melee characters will benefit from defence the most.
Now that intelligence has the spell damage buff I think raising the deep wounds/magic crushing blow would help Dexterity out. Additionally if it is possible to make attack scale beyond max hit chance and begin to reduce the chance of enemy parry then melee builds will greatly benefit. Skills like lightning blade which bypass defences like parry have an edge. |
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