Post by Variaz on Nov 9, 2010 10:03:37 GMT -5
Overall, the alpha was more difficult than 0.4 was. Being surrounded is now very dangerous, and so summoners were overpowered as enemies. And then caster enemies were also powerful, due to constantly high power and high Magic skill.
So then came the first update, and nerfed quite a few things. To try it out, I've rolled a new character, a Monster race, Young Angel, and built her as a ranged character, specialized in Bows.
And perhaps it's just me, but I feel like the game was too easy this time around. I had a bit of trouble starting out due to her weakness to Darkness(probably the worst elemental weakness), but as her Magic Defense became higher, and after adding some Constitution items, magic attacks ended up doing little to her. She was killing things much faster than they were killing her.
Of course, there could be many reasons to explain this. It could be Monster-related. Small but Deadly gave her a very huge bonus to Dexterity, and combined with Inner Element Mastery and a few points in her innate Light-based ranged attack, that made her very powerful. But still, it wasn't a damage issue, more than her not taking enough damages from Magic Attacks.
Young Dragons were also disappointing. They died almost as fast as the CR1 enemies, and their magic breath attacks were nothing special. I originally intended the monsters hp to be multiplied by their CR, then nerfed that to a +25% bonus to CR2 and +50% to CR3, but I'm afraid I made them too weak in the process. They need more love, in my opinion. Poor things...
I'd like some comments on Update 1's difficulty compared to the original alpha. I think that perhaps I've nerfed the skills a bit too much, and perhaps the enemy skills growth needs to be a middle ground between the original +3/+2% per levels and the current +2/+1% per levels. Perhaps +3/+1% or +2/+2% would be a good compromise.
EDIT: I am leaning toward +2/+2%, since this produces lower stats early on(easier beginning), but produces equal stats at level 100, and higher stats at higher levels. Also, I am thinking that adding "variance" to Magic was unneeded. Static power was one of the things that made Magic different after all. Instead, I might just weaken some lower level monsters to make the early casters less threatening. Nerfing spells damages should instead be done by increasing the creation cost or slowing the power growth for enemies, but not changing Magic's mechanics.
Or course, it could just be that particular character build that was a bit too powerful, or ranged and/or Monster characters being easier. Which is why I want to hear some opinions!
So then came the first update, and nerfed quite a few things. To try it out, I've rolled a new character, a Monster race, Young Angel, and built her as a ranged character, specialized in Bows.
And perhaps it's just me, but I feel like the game was too easy this time around. I had a bit of trouble starting out due to her weakness to Darkness(probably the worst elemental weakness), but as her Magic Defense became higher, and after adding some Constitution items, magic attacks ended up doing little to her. She was killing things much faster than they were killing her.
Of course, there could be many reasons to explain this. It could be Monster-related. Small but Deadly gave her a very huge bonus to Dexterity, and combined with Inner Element Mastery and a few points in her innate Light-based ranged attack, that made her very powerful. But still, it wasn't a damage issue, more than her not taking enough damages from Magic Attacks.
Young Dragons were also disappointing. They died almost as fast as the CR1 enemies, and their magic breath attacks were nothing special. I originally intended the monsters hp to be multiplied by their CR, then nerfed that to a +25% bonus to CR2 and +50% to CR3, but I'm afraid I made them too weak in the process. They need more love, in my opinion. Poor things...
I'd like some comments on Update 1's difficulty compared to the original alpha. I think that perhaps I've nerfed the skills a bit too much, and perhaps the enemy skills growth needs to be a middle ground between the original +3/+2% per levels and the current +2/+1% per levels. Perhaps +3/+1% or +2/+2% would be a good compromise.
EDIT: I am leaning toward +2/+2%, since this produces lower stats early on(easier beginning), but produces equal stats at level 100, and higher stats at higher levels. Also, I am thinking that adding "variance" to Magic was unneeded. Static power was one of the things that made Magic different after all. Instead, I might just weaken some lower level monsters to make the early casters less threatening. Nerfing spells damages should instead be done by increasing the creation cost or slowing the power growth for enemies, but not changing Magic's mechanics.
Or course, it could just be that particular character build that was a bit too powerful, or ranged and/or Monster characters being easier. Which is why I want to hear some opinions!