jack1974
May 06, 2014
Regarding the difficulty I made this:


https://pbs.twimg.com/media/Bm-S_fhIYAABWjr.jpg:large" style="max-width:100%">
how the Huge Kodiak boss stats change between difficulty levels. Of course the higher difficulty changes also the AI (Hard/Nightmare). But stats are already a good term of comparison. I think maybe I need to make the Normal a bit easier...
renke_
May 06, 2014
No, not easier (as said before: my "normal" difficulty PoV) - the Kodiak was absolutely doable, it took all my mana and a fully healed party but was one of the more interesting battles. Sure, with more time and thoughts the bear shouldn't even need healed chars - but I'm lazy

[and therefore probably not a completely untypical "normal" player ^^]
jack1974
May 06, 2014
After testing a bit I think the main problems are indeed the early battles, once you have 3 chars in your party the difficulty is OK, have reduced slightly the Nightmare though.
I think will be "too easy" again for Nightmare, but some battles should still be tough, like 1st Ratmen. You should have no problems with single enemy fights now, I added some "damage mitigation" so you shouldn't be killed quickly anymore

Uploading 0.8.4 which hopefully will be the last difficulty tweak for this first Act. At this point I'm only interested if something is TOO hard, but for "TOO EASY" complaints, I'll take them in consideration only if are boss battles and nothing else

yayswords
May 06, 2014
I like how many "okay THIS is the last balancing build" we've had so far
I wasn't saying I couldn't have eventually beaten the ratmen (but it did look dire). But right now the battles I deem too tough start with enemies being faster and having too much damage for my back row. It is a pretty frustrating concept. Before we are done with this, there will be a talk about speed in general. I haven't increased agility on any of my last 3 parties. With speed values being what they are, I am sure that in 9 of 10 situations, it doesn't change the starting order to skip agility altogether. And at least in Loren it was the case that speed only decided who started, after that ability delay was a much greater contributor.
I really think we should give Troyen's thoughts some serious consideration at some point too. Even now wouldn't be bad but it would mean so many balancing patches. I think the game would benefit from slowing down combat a bit. No more killing opponents before they can even act. How about this. Could you add some side battles to the game, that don't reward exp/loot and don't have to be defeated. They use normal mobs, but there is a battlefield modifier that cuts all damage and healing in half. Then we could test it ourselves. I think something would need to be done about ability costs too but it's a start.
yayswords
May 07, 2014
I am gonna tell you exactly how I am abusing the current version of Invigorating Prayer midfight. I throw it on a character and then I take my favorite "junk action", switch position, to get the regen fast and act very soon again. Of course this is a problem with all SP regen and we need the Loren 2 engine to deal with it
moving hunter talk to next post
yayswords
May 07, 2014
Hey Troyen, why'dya delete? It was a valid point
I'm gonna try to compile some combat weirdness here.
Hunter: If in the front row, aimed shot does more damage than normal shot to enemy front row. If in the back row, aimed shot and normal shot deal the same damage. They deal like half damage to back row compared to front row, but still the same across the skills. When the back row mobs come to the front row the damage doesn't change, so maybe it's about thief/mage classes and not row. Melee attack is my most powerful move, beating even Critical Hit, which seems to do the same damage as my shots. I have barely touched my hunter's weapons, but his mainhand does earth damage, and the skeletons are earth resistant... but still doesn't add up that his melee attack should own so much then.
Druid: Spells seemingly behave like shots; less damage to the back row mobs. Not sure right now if it keeps when they come to the front row because my druid has a mild case of being dead by that point (Mormont probably isn't too hard but I accidentally saved when I wanted to load so I had to make a bad fight work

). Magic shot does almost the same damage as a single target nuke.
I haven't been keeping track of monster stats but my druid's nukes against Mormont's minions (even the front row) felt quite weak. She's like 22 arcane but not terribly pimped out in gear. Maybe they just had high magic, I don't know.
jack1974
May 07, 2014
What I did was to reduce the ranged/magic attack damage, to prevent what Troyen said, battles ending too quickly (a spell cast by enemy mage, two scouts hitting a single target).
Probably though I should just reduce the damage OVERALL and not on some specific skill otherwise there are issues like this.
Again you can notice this now because the party is small, in Loren was normal to get a Mage in the back killed but then there were other party members, so he could be resurrected while other kept fighting.
What I'm worried, is balancing the game to work for THREE party members when this will be the exception, not the rule

Anyway, will remove the class specific damage reductions since created problems and just do a generic damage reduction to see how it works.
yayswords
May 07, 2014
Yeah well while my hunter's best move is melee attack you bet I'm gonna be noisy here
That being said his melee attack is freaking strong though.
jack1974
May 07, 2014
Yes that hopefully won't happen

I've fixed it now, testing a bit here and seems good now, at least I can't find any combat weirdness anymore. Probably yesterday night was a bit too tired to reason

yayswords
May 07, 2014
Not an urgent issue but why do hunters start with more skill than strength? Skill only sounds like a good attribute for hunters, especially if you played Loren.
Anima_
May 07, 2014
To survive in the front line of course, since they can't wear the heavier armour. Isn't it rather your preconception that Hunters are back line characters from Loren that gets in the way here?
yayswords
May 07, 2014
Normal shot, aimed shot and Barrage have a (stated, anyway) damage penalty if used from the front row. They don't feel like intended frontliners to me

though I am actually up to something sneaky in that regard...
renke_
May 07, 2014
What I did was to reduce the ranged/magic attack damage, to prevent what Troyen said, battles ending too quickly (a spell cast by enemy mage, two scouts hitting a single target).
I have the feeeling that this kind of special handling is intransparent and thus incomprehensible. Wouldn't it be better to raise defence values of the backrow by e.g. 30 %? (or some other value, I didn't think of balancing)
jack1974
May 07, 2014
Normal shot, aimed shot and Barrage have a (stated, anyway) damage penalty if used from the front row. They don't feel like intended frontliners to me
though I am actually up to something sneaky in that regard...
Yes but normal/aimed aren't thief specific, even Warrior can use them
I have the feeeling that this kind of special handling is intransparent and thus incomprehensible. Wouldn't it be better to raise defence values of the backrow by e.g. 30 %? (or some other value, I didn't think of balancing)
You're right, this is probably better. All characters in the back row gaining some defense bonus is a clever solution. Will do this on next update, the result will be similar to what is now, but without issues later

yayswords
May 07, 2014
Double Attack (and Critical Hit?) apparently deals reduced damage from the back row so yeah...
I'd say it's a bit stupid there's nowhere the hunter can stand without getting a damage penalty to something, but with the numbers they pull it might be good for balance anyway.
I'm doing something really cool with my hunter right now... video in 1 hour I think.
jack1974
May 07, 2014
I'd say it's a bit stupid there's nowhere the hunter can stand without getting a damage penalty to something, but with the numbers they pull it might be good for balance anyway.
I actually like this, because gives a definite trait to the class. Mages hit hard/heal from anywhere but are weak, Rangers/Vaelis can stand in front and hit hard with melee. I'm starting to like what I see (was about time with all those updates!

)
yayswords
May 07, 2014
Yes, it's all a matter of perspective. You can also see it as "hunters deal bonus ranged damage from the back row" and "hunters deal bonus melee damage from the front row"
I have the footage. Time for some minor editing and rendering. This is so cool. By the time you've seen the video you (Jack) should be thinking: "I wish other classes had such skill interaction as the hunter! I'd better get on it!"
jack1974
May 07, 2014
I think I know what you mean, with the various hide in shadows/perfect balance and such. Unfortunately I don't think will have time to do same thing with other classes, but who knows

yayswords
May 07, 2014
Okay here it is.
[youtubewd]w5_-vIMo44o[/youtubewd]
Now I hope you won't be changing anything major just 'cause I did that. This is a cool thing to do, and with a very occasional heal from the ranger I could do it forever - assuming the ranger has some tiny amount of regen for those occasional heals. BUT there is a difference between a tank and a durable character (who can in fact burst too yes

), and that is a tank can protect allies too. This hunter won't be doing anything such, no sir. But if a hunter is the last man (or woman, as it were) standing, they can still put up one hell of a fight! It's a one man army.
Vaelis has his SP regen stance. It would be cool if rangers and druids had some way of managing their SP too, even if they don't get an interactive skill like Hide in Shadows.
jack1974
May 07, 2014
Haha that was pretty cool to watch. The enemies were rather weak though, I mean the video was fast but I think they didn't hit your Hunter much? So probably with enemies doing more damage or casters doing damage over time won't work. But yes of course I won't change anything
Overall the difficulty of the game now in Nightmare is too easy I assume? (is good so I can raise it a bit next update, just wondering)