#Balancing Thread
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Could make instead of Unblockable reduce Block
yeah but it would be single target debuff still
Reduce block debuff on crash + opp payoff on bash could work
but still if you debuff you usualy don't want to deal dmg
Depends on what type of debuff it is
If you told me it did -100 armor after if hit the enemy for 150, yeah I would say that's pointless
debuff would be here mostly for opp scaling
This is my answer again, I'd rather delete Crush and not focus on Opportunism
There is potential cool stuff if you add blue effect behind bash target
with debuff, so you bash into horde and than chose if you commit movement to stopm into them or you crash from safety
making hammer kinda drilling into horde weapon could be cool
I feel like you can already get into position by killing stuff with Bash
I mean it being a weird ranged attack
and supporting it with stun will always be weird as it can be resisted and if it's not resisted you can igonore the enemy so why kill it
idk I think you're focusing too much on the Opportunism like I said. The skill already does x0.85 the base damage on 2 targets with x1.3 Opportunism being an afterthought
it's not the old Crush that was x0.6 dmg with x2 Opportunism and only Melee range (sucked more)
something like that could even support stomp
It actually has enough damage to kill enemies in 1 hit without the Opp
Yeah but it's boring
boring and bad are not the same
it kinda is
then we should remove Shortbow as it's also simple by that logic
shortbow have some utility, volley is nice
and crush feels like worse shred
it has range but you cannot setup opp on range
shouldn't Tight volley be doing 0 damage then (it already does in a different way) to be useful as a debuff
you can setup with stun which is uncessery as you already control enemy
there is a lot of contradiction in hammers kit
tight volley is ranged, enemies still attack and also you don't have opp on shortbow
tight volley is to slow enemies when you powershot stuff that is close enough
how much would you drop the damage to find utility on this
on first one I wouldn't even drop dmg tbh
I guess it could be useful against Tier 3 and 4 mainly
especially if it's stackable to make a joke out of Twisted
non stackable for sure though, than you woul still need around 90% stun chance to guarantee bulky/twisted
and you would also need enemy in front of twisted/bulky so it's not like 100% stun OP
Cannon Hammer AoE Stunner
OG Dwarf way
cannon is also ranged dmg so It wouldn't be that good
Flexible with stun chance would be cool with that setup thugh
also scepter + offhand hammer could work
The only problem would be coding new debuff
I think a 29 range with 90% base Stun is fine
if you manage to get the Medal perk that makes after 10 hits you next attack Undodgeable...
Do you mean it would become the main attack for this?
or you meant offhand as in secondary weapon?
I wonder if like a hammer throw could become skill 1 like we discussed earlier. That would make offhand hammer be a “Ranged” physical attack to help remove armor
offhand hammer would still retain bash in this combo
I’m just thinking of all the hammers I’ve seen depicted in fantasy media and they’re either doing like earth magic, knocking people out, breaking armor, or being thrown.
So there’s just a lot of confines for any hammer change. It still has to feel like a hammer.
But there is also other concerns: it can’t feel too much like the 2h hammer, and it shouldn’t compete with the other 1h weapons at what they do better. Plus it’s limited by game mechanics and placement, as the first melee weapon you get it should be on the simple side.
And the last spell doesn’t have any ways to move enemies from one tile to another. Which is a shame because that’s a niche the hammer would logically fill.
Ground magic is covered by Gauntlet
I think we had the chance for thor hammer with mobility but ship sailed with zoomies sword
Sledgehammer with skill range can be used to move
I guess thunder hammer does take on Thor and Warhammer vibes
With sledgehammer you yeet yourself, so with hammer you should yeet enemies or hammer
I do wish I could shuffle enemies around. Maybe in a dlc. Would let me line them up better for aoes and props
Honestly full into the breach push system would go hard but would probably couldn't be balanced
I’d love to see like “Collision” as a mechanic for the Orc dlc. Let me push into empty tiles or do like another 50% damage to the target in both squares
Make me choose between using the move for efficient damage to AP or setting up a big AoE
Heck, I know orbs been talked to death but if you were going to add movement tools to weapons orb could have movement tools to set up the big death Ray more efficiently. Change the AoE poison into like a 1x3 (3x1? One wide and three long) row that pushes things either left or right and alternates with the E key.
But that’s beyond the scope of the current project.
PS: moving enemies onto different tiles would also make traps stronger. Just as a long term thought for future dlc.
Speaking of traps; what if one of the ranged weapons had the ability to set traps?
Trapper Rangers are an archetype; it would be cool to see a weapon be able to set snares or explosive traps into empty tiles. With big rewards for being delayed attacks.
Forced movement and tile setup is pretty much staple in grid games so for sure we will get some in dlcs
Deoda's mod has forced movement
The mind control on the wand, and knockback, right?
yeah, although I didn't play around with them too much
I think I never used a Knockback skill he made except the Orb one
because it was an actual Orb
What do you feel about removing the dodge cap and then giving a couple enemies undodgable attacks?
It would make Dodge pointless
enemies like Rippers used to be Undodgeable, now instead they have very high accuracy
I mean, I’d argue dodge is pointless now. You need too much to overcome enemy accuracy and it still caps at 90 so it’s not even a reliable defense against a 0 accuracy enemy.
I never see going all in on Dodge to be a good idea, as you still have Boomers, Twisted & Bosses
the cap is 95
also you have tools to reduce enemy accuracy too, not only buffing dodge to a ridiculous extent
There's like only 1 perk designed for dodging (Adrenaline Rush), 1 that works as an afterthought (Berserk), 1 that increases dodge as a bonus (Nimbleness), and one that hates it (Spiky Counter)
I think dodge is objectively worse than resistance. I’d rather take a % reduced damage than take 0 damage sometiems and full damage others. It’s too easy to get screwed by RNG.
That there are any perks that encourage it, not to mention the longbow buff skill, annoys me.
It's the same in all games when it comes to dodge
I’m a fan of a ttrpg called Lancer, and they have something called reliable. It’s a keyword that allows an attack to inflict damage even on a miss (usually but not always minimum damage).
Even units that use a combination of a high Dodge rate and the invisibility buff suffer against reliable damage.
So dodge doesn’t need to be a purely binary mechanic, it’s just that way for now.
While on a general game mechanic basis, I agree
Making dodge nonbinary would be a massive redesign on many levels
in Disgaea you can make a Ninja with everything focused on evasion, only to be countered by enemies having "nullify evasion" or "100% accuracy"
the game also has a mechanic that it rolls based on Hit chance, and instead of missing or doing full damage, it can Nick for 50% power
It also has "always dodge" but under certain conditions, with "100% acc" countering it and then goes by normal dodge conditions
This made turn in all games, TLS too, I'd rather go Tank mode than Dodge luck
and it works
in TLS, evade's primary advantage over block/res is that it can let you bypass certain debuff attacks, namely spitter poison and bulky stun
But figuring out how to make that good enough to compete with block/res is hard no matter how you slice it
I think the last part is that matters the most here, because Stun can just instantly kill a hero
I know we’re not likely to see any system reworks (for now) but what if reliability in this game was a fixed % of damage you always dealt regardless of hit or miss?
Then you could lower enemy accuracy and give them reliability stats. And player dodge would be better.
That would make accuracy useless
I could see be a thing as a Tier 5 Hero perk, idk about enemies
Since then you can take advantage of all the miss-based perks and STILL deal damage
Sounds like a fun play style lite game? But early game I’d rather deal 100% of the damage by having more accuracy than like 10% of the damage by having reliability and missing.
So you’d curve from accuracy into reliability as the game progressed
"When an attack misses the enemy, deal [ 1/3 x (EnemyDodge%/100)] of fixed damage to it"
so if you missed with a 600dmg attack vs a 56% dodge enemy, you'd do like 88 fixed damage
Sounds good to me.
One of the T5 perks gives reliability. If we’re not reworking it we can just dumpster it and replace it with something like that.
Because, honestly, reliability could be removed from the game and I think it would only be a positive change. Fewer chances of rolling into it on level ups or items and would require a bunch of weaker perks to get reworked or buffed (perks which are weak because reliability isn’t good).
So I played a bit of the Alpha version (Prologue) and see stuff like this that I wouldn't mind seeing again
Might be worth starting a new thread just for prologue features that could be brought back?
Like Shortbow Tight Volley doing 50% dmg?
I had my fun playing a single night, don't think I will ever replay it
demolishing for a rebate.. shop stonks on the final night are through the roof
I would be able to sell workers as I don't need them from Day 1
I've mentioned this before, but it's like 5 weapons that kinda need it out of the 23 the game has, and they are usually not the top picks as they don't contain Multihit or similar, and the min damage isn't less than 50% in those
I have a spread sheet of all the weapons min and max base damage. Or almost all of them anyway.
Like you said It’s not really needed even on those weapons. You just take the roll.
If this game used a damage system like Path of Achra where the damage could be any number between 1 and your damage stat then sure - reliability would be really good. But rolling min damage isn’t that big of a deal when most important attacks are AoE or multihit as you mentioned.
I don’t know if I’d even notice 50% reliability if it was like a T1 perk. There’s so many other ways to boost your damage that it’s just negligible
Since it got mentioned in another thread -
What if dodge was smoothed on the player side? Like when you have 80% dodge against an enemy with 30% accuracy you get hit mathematically more often every other hit instead of runs of good/bad dodge luck?
It doesn't make sense
not sure what you're exactly suggesting? I think you're saying if your dodge is higher than the enemies accuracy, in this case ny 50%, which would normally give a 50% chance of the attack missing, it should actually be like 75% or something?
Unless you mean: "Everytime the hero fails to dodge, increase Dodge by 5%. When the Hero Dodges -15%. Can't go below the starting value"
the funny Fear of Death Critical Master medal perk but for Dodge
So, humans are really bad at %s. They feel wrong to us. Strategy games have been smoothing %s for as long as they’ve been around to better match our expectations when we see % chances.
There are different ways to smooth the numbers to match those expectations. As Ilya said you could increase the dodge chance whenever a dodge fails to prevent a string of bad luck from being as punishing. Fire Emblem used a system for a while called true hit. They basically rolled two attacks for every attack. Over 60% chance to hit the attack was a hit if either attack hit. Under that number the attack was a miss unless both attacks hit.
Dota uses this for critical hits. Every attack that isn’t a critical makes the next attack more likely to crit until it happens. Then it resets. This prevents strings of good or bad luck from altering the whole course of a match.
pity rolls on dodge would make it even worse
You only need 1 boulder to hit to make all your dodge investment to be useless
One boulder messes up any unit though.
except someone with immunity or max dodge
Would not risk getting bouldered with dodge. It’s not hard to stay out of boulder range.
....do you need me to repeat what I already said about dodge?
here
Yeah, but the difference between “oh cool I dodged a stun” and “oh I have to buy a new hero because I got bouldered” is steep.
Idc if my unit has 95% dodge I’m not taking the 5% chance of them dying. It’s not hard to space Bulky boulder throws.
yes. That's what I'm saying.
That's why pity dodges would make this even worse than the current system
The complexity and number of attacks in TLS make it very unlikely that you will be able to deliberately line up your guaranteed dodges with boulder attacks
and if attacks will eventually just hit no matter what, that's worse than 5%
Using 2RN or 3RN like fire emblem does will also just encourage leaving dodge at 0, since small investments become even more useless.
I mean, I understand what you’re saying but isn’t it worthless right now?
Enemies have enough accuracy that a little bit of dodge does nothing. Even If you have a ton of it you can get a run of bad luck and die. The only builds that want to get attacked are spikey counter builds who can’t build dodge.
Not completely worthless, but yeah it's pretty bad
This is a matter of the cure being worse than the disease
adrenaline rush is still usable because you are intended to still build some bulk
It relies on dodge as a numbers game rather than individual hits
same with berserk
You don't need to convince me that dodge is bad
Idk, I feel like being assured an occasional dodge is better than taking dodge on an item or level up and never dodging at all.
Ultimately they could remove dodge and reliability and I wouldn’t be upset. I’d actually prefer it since I’d not have wasted level up options. But I’m currently just throwing ideas at the wall and seeing what sticks.
I’m not married to this being the solution.
Would transfer be significantly worse if you doubled the effects but made it single use?
Probably? Being able to divide the AP and damage buff up is always going to provide you with more utility than not being able to do so - all other factors being equal.
If transfer was like, 1 AP once per turn to give another hero 2 AP then it would be stupid because the optimal play would be to have your heroes trade transfers in order to go positive on AP and damage buffs.
Dodge is very good for the boulder throw from bulkies, also if getting stunned once is ending a heroes life then you're playing weird and you need to be way more careful about the boulder throws
You can also debuff enemy accuracy to make dodging more consistent, you still have to be wary of undodgeble attacks, but it makes dodging without dodge investment pretty easy
Does dodge and -acc stack above 100%?
No, dodge calculated at the moment of attacking is capped at 95%, so if you have a hero with -100 accuracy will always have a 5% chance to hit an enemy, and even if you have 95% dodge and debuff an enemy to -100% accuracy they will have a 5% chance to hit you
So the only way to guarantee 95% is also getting minus accuracy
If you have 100 dodge, and enemy has 10 accuracy it's chance to hit you is 85, correct? The 5 from going over cap is gone?
You can't have 100 dodge, your dodge stat is capped at 95, if you have 95 dodge and you use like an armour skill that buffs your dodge it will do nothing
And yes, if you have 95 dodge and the enemy has 10 accuracy the effective dodge chance becomes 85, so a 15% chance to hit
So perk that would turn dodge chance above cap into -acc on attacking enemy could net you fine buffer making dodge tank viable
You still roll 95 but it's much better than 85
That would be weird to implement and would just have the same effect as allowing dodge to go over the cap?
Also a thing worth noting, dodge can go above the 95% cap in the middle of a calculation as a result of inaccuracy multipliers or ranged damage dodge multipliers, so if you have 80% dodge, being attacked by an enemy with 20% accuracy but at a range where the inaccuracy multiplier is x1.5, it'll be 80 x 1.5 = 120
120 - 20 = 100 then brought to the cap of 95%
So dodge is particularly good at dodging ranged attacks like hunters and archers
Yeah but would changing cap not change base calculation of 95 acc
Same stuff and would kinda enable dodge build to exist
It's just Inaccuracy doesn't exist for enemies
Applying inaccuracy to enemies using traps would be interesting
Mud Trap - Applies Inaccuracy 1.5x to enemies while they stand on the trap. 3 charges.
It applies to enemy ranged attacks, doesn't it?
This is more impactful for the hero side, making dodge debuffs better than accuracy against high dodge targets using an inaccurate skill
Really?? Weird, and why??
They instead had the Archer deal a hidden, secondary attack that dealt 70% of the damage at 4-5 tiles, because of how Inaccuracy works in TLS Prologue
Inaccuracy in Prologue decreased the damage you dealt like Resistance
so Yeah an Inaccurate 40% Power shot at Tile 3 and beyond => Power shot deals -40% damage
It's base is Inaccurate -20% 2 tiles
It makes sense if you think how it used to work, and was just left there until it was forgotten it even existed
so Ranged damage for enemies is just an attack that doesn't have the positive effects of "Ignore 50% Resistance" or "Armor Shredding"
So dodge is even worse got it
Dodge is just another one of those stats where you're going to get most of it from the base stats and random stats on gear, especially base stats on armour, and it's fine but nothing special and rarely a stat you need to pay attention to or that you get any benefit from focusing on it, except from adrenaline rush which you can take if you happen to have high dodge, or spiky counter and war shield perk, which both need low dodge
Such is way of defensive stat
Unless you can convert it to dmg it's afterthought
But it's funny we have a way to convert dodge into dmg and negative dodge into dmg but block and resistance are stuck
alright, this is probably late but
this doesn't make sense
Done tweaking my proposed weapon rebalance to be more vanilla
https://docs.google.com/spreadsheets/d/18W63ofchIu055Q83PBSgvJHqYKWZYWWISufcrF8wJbo/edit?usp=sharing
No access
oops
there we go
thank you
overall, I increased the aoe potential of several weapons
I gave crossbow contagion
and orb has been massively altered to be crazier than hand crossbow
I won't comment, but some like +1 use in Impaling Bolt seem too strong
In terms of pure kills/turn yes, but I did find that the orthogonal limitation made it rare to actually get full use out of certain weapons
spiky shield and war shield passive I mean with negative dodge, and positive is ofc Adrenaline Junkie
It's because Resistance and Block are more binary
You have 100 block = you take -100 damage
you have 100% Resist = you take -100% damage
same if you do with any numbers
but with Dodge unless you ever had 100% (which we don't) it's either you take full damage or not at chance
Yeah but letting us ad like 20% of block to base weapon dmg or something wouldn't break the balance
and it would increase fun from stacking block big
It just fun when you stack one stupid number big and game at least tries to support you in your terrible decision
I mean, spikey counter converts defensive stats into offense. And there’s the warshield that gains % damage for taking hits.
and it's also Perk damage, which is higher on spectrum on damage multipliers
defense stats are great besides dodge
you can get them in good quantity without a lot of investment and still deal overkill dmg
and at that point why not be tanky to free up your positioning power
Yeah but having some offensive payoff for block or resistance like you have for dodge would be cool
Well dodge has adreneline rush, Block has Spiky counter, so it's armour and resistance that don't have offensive payoffs?
(health has body builder/sanguine fuel if you want to think of health as a defensive stat, also berserk still works if you dodge, so it's a good perk if you have any investment in defensive stats regardless of what the defensive stats are)
There are lots of ways to gain Resistance, especially with Dwarves dlc
You don't need much dodge for basic mobs to miss you almost all the time on early nights. Dodge is potentially better than resistance early on in a run. Resistance is the best defence later nights (imo). Block is always decent, especially if you are getting most of it from sources other than level ups. of course, having a lot of health and positioning appropriately are the best defence.
People maybe build heroes as 'all' damage and 80 health and then wonder why they die.
yes. getting resistance is easy, using that resistance to increase the number of enemies you're killing is harder
I feel like this is hard to do unless you deliberately not using Medium and Heavy armors, which are the better ones
Could be made into a weird and convoluted way, instead of Spiky Counter being 50 + (Block x 200%) make it 50 + (Block x [200% + Resistance%])
So it's possible by the end to get from 250 to 350 base damage on Counter with Resistance
Spiky counter can already do 1000+ damage after all the multipliers are added.
last thing it needs is more dmg
the dwarfs can be really op. I've no idea why some people keep saying they are bad and dilute the hero power.
dwarves are better in general by a good margin
or something weird like "Active Counter"
Hero unleashes a wave of light to punish the unholy abominations using the stored up energy from being hit.
Deals 30 + Resistance% x X dmg in a 5 tile radius around the user. X starting at 2 after 5 hits, increasing by 1 every 5 hits, max amount of multiplier at 5
Toss me! is better than Leap as well (at least for the way I play)
They don't like the more tankier perks because they can't find use for them. Also them dilluting the Misc perk tree not allowing them to make the same build all the time
Toss me can really hurt if you’re using walls. Sometimes you can’t get back to safety and get eaten by enemies.
both of you. Stop talking about "other players" like they are clueless fools waiting for your enlightened thoughts to help them play competently, you're both sounding really patronising right now
I think dwarves get better as you unlock more of the games upgrades. More HP, better heroes, etc.
I didn’t find the dwarven weapons hard to understand but it took me a while to appreciate their perk tree
If you want me to go at it that way I can, but that's the natural way I comprehend things
I suppose it would be 'fairer' if there was a good tier 2 perk for dodge [sorry if this has already been suggested and I missed it]. Some kind of weaker version of adrenaline rush. For example, +1 bonus ap next turn for every 3 successful dodges (and the count keeps track across turns like other perks, so you might only need one dodge in a particular turn to get the bonus) . Or it could just give +1 ap for your next turn if you dodge, but only +1 ap max (not multiple like adrenaline rush).
ballerina, every dodge give you 1 movement
You can either give dodge better payoff or make dodge safer with cap manipulation
Like maybe rolling dodge 2nd time after fail to halve the dmg received
I think you could probably up the numbers on items and level ups for dodge. Enemies having an accuracy stat really hurts minor levels of dodge a lot. So if every item/level up of dodge was worth more it would be at least a little more reliable
I still wouldn’t like dodge as a stat, but I’d consider adrenaline rush less of a meme.
Yeah but if you don't focus on dodge it's nice bonus dodgeing
but having mediocre payoff for fully dodge build still sucks
or getting ripped on 95% dodge hero
Yeah, but if it cost less to reach 95 dodge by a significant amount then the payoff being mediocre is fine.
dodge is already really high on gear, you can get to like 60% without paying too much attention to it, dodge is also pretty good for dealing with weak small enemies early, as they start with negative accuracy
You’d be able to invest more into defensive and offensive stats so you could take a hit or two if your dodge failed or better use your AP from adrenaline rush
Butterfly vs Bee - each successful dodge gives you bonus dmg but lowers your dodge chance, on getting hit reset
Or go fully Muhammad Ali and make it each successful dodge boost your next punch
dodge 20 times and punch boss for 4k dmg
Not a fan. Too easy for it to do nothing when you dodge 3 and get hit on the 4th attack.
Id love a punch back skill though. On adjacent dodge punch the target - combos with crippling punch
building up stacks of deck that guy in the face sounds fun
Every dodge boosts your punch damage by x% for rest of night/rest of turn
a boost for the rest of the night would at least be fun
ooh! what if you got a boost to Healing Received based on how many times you have dodged, so if you do get hit you can then really easily heal any damage they took? it would make poisonous/toxic leech work as a great combo with dodge
There’s so few ways to heal though. Vampire, Toxic Leech, and health potions are about it.
Like - mid night
But like you could use a single health pot to heal after one failed dodge and bring all your health back
if any minor boosts last the whole night (same as berserk + crit master) they can add up to a lot and could make it worth it.
There is also blood collector if you have blood mage, but yeah, the game does lack during night healing, I hope that's something they add to the temple so there is a reason to build it
Does healing received also boost nightly HP regen?
I believe it does? I've never paid much attention to it tbh
Because that would also help dodge. I do build a temple usually but it’s for boosting my blood mage to 1000 HP and healing minor wounds.
it does, yes, but it doesn't show on the hud (so you have to work it out manually to figure out if you have enough regen)
Fair. I didn’t know Because normally if I take HP damage it’s because I screwed up.
then yeah, there should be an early perk that gives healing received based on number of attacks dodged
totally remove the current "defences" perk tree and replace it with a perk tree that's about making heroes tankier, include that perk at tier 1 or 2
I wouldn’t mind a “mana growth” style perk for dodge. Just here’s some flat dodge and more dodge every level.
Dodge is gonna be better with consistency for what people were talking about, how about:
Matrix Perk = Every 3 success dodges you can nullify the next source of damage that hit you.
Not a bad perk idea either. Could even broaden it to “every three times you are attacked negate the next time you take damage” to make it work for Spikey Counter too
What do you mean by "can"? Like would it ask you to confirm "would you like to nullify this hit?" For every hit every turn until you used it? Because if it's just the first time you take damage then you could get hit by 2 enemies in one turn, a little enemy that would have dealt you 1 damage, and then a scary enemy that kills you in one hit, and so it would normally just get wasted on weak enemies too often
I mean it automatic does
sorry english not first language.
Matrix Perk = Every 3 success dodges you nullify the next source of damage that hit you.
How is sword propagation, 7 tile greataxe skill 1, contagion on a crossbow (a weapon which doesn't even have debuffs?), multihit on dagger skill 1 vanilla?
Why are you treating a block debuff as something stronger than dodge debuff?
also, "slightly increase damage" is too vague, is that +10% damage? +25%? +35%?
A changed a lot of specific numbers to be vague because that's something for the testers and devs to decide on
And I said more vanilla
Are you talking about Druid staff?
Entangle is altered to target dodgy enemies, while Acid Pool becomes better at actually hurting things
instead of being halfsies on both
everything is ultimately "for the testers and devs to decide on", working with concrete numbers makes things much clearer and less confusing
a block debuff is terrible, block is completely irrelevant on enemies, even more so than dodge, you have it marked as a buff when it's really a nerf (and so is entangle's change, which removes its unique selling point of being the only skill with -3 move speed debuff)
alright, sure
I'm not gonna comment on the rest because that's subjective, but that's a clear nerf to an already terrible ability, which is just wtf
It depends on the dev team?
I’ve heard before in other places that the best way to provide feedback is to talk about what feels wrong rather than provide specifics as to how to fix it.
That doesn’t mean concrete ideas aren’t welcome here specifically. Just that the devs have their own process for changing things and that what they (ideally) care about most is player engagement and enjoyment.
I'm still thinking about reverting some things like the greataxe swing and -3 move
I’ve heard before in other places that the best way to provide feedback is to talk about what feels wrong rather than provide specifics as to how to fix it.
oh, that's interesting, from my own experience it's much better to be detailed. But i guess that makes sense, if you do not trust players to know what they're talking about it's probably better to have them talk in vibes not facts
But reducing dodge and armor is really not a combo that makes sense to me. What do you suggest?
resistance
or you could make it ONLY a dodge debuff, but also make it cost 0 ap for example
0ap cost but has mana cost? That's an intriguing prospect...
yeah, that's what i have in mine
Yeah, it depends on the team. Changing something in a complex game can have ramifications that need testing, and being flooded with player ideas can stifle the devs own creativity. However, sometimes the answer is fairly obvious or the players could have a brilliant idea that you’d never come up with.
I don’t think any complex game will ever be perfectly balanced. But ideally things should fulfill the fantasy the devs intend.
Which is why the survey was mostly about vibes. At least imo.
Yeah I don't want to be too exact about everything and imply the devs have to do exactly what I say
If we are going to talk specifics, I like the idea of the great axe ability 1 having a similar attack pattern to the Hammers stun. It would reward you more for diving into the middle of enemies which is something I love about super spin.
Because right now it usually feels like a 2AP version of the 1h axe swing
Great Axe's issue is that leap is not self sufficient for super spin
you need to poke a hole in a ball of enemies before leap is even possible
I usually pair it with power staff or cannon, yeah. Something to get me in the middle
I think they've said they are looking at tweaking numbers slightly in terms of balance, but welcome other ideas as being potentially good for mods rather than core game.
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I thought that was mostly because asking people to provide detailed feedback on everything would just be too much, most people just don't care that much
I think vibes is good if you try to mix ideas from different people together
At best, exact numbers are tweaked within the system of one suggestion, but vibes can still possibly translate when merging different suggestions
it's stats and effects, which is a big difference
they also said the scope is similiar to 1.0, and changes there weren't minor at all, between the momentum cap, dagger buffs, wand buffs
and some other changes i forgot
but we obviously shouldn't be expecting total reworks everywhere
That is fair,. In a lot of cases, you can tweak the mana cost, damage, or uses of the existing skills. without completely redesigning every skill and item.
There are suggestions that could make the game better for everyone, and others that might make it better for 5% and make it worse for 95%.
Even when it’s 1p vs AI it’s going to be hard to cater to people starting the game for the first time and folks with all unlocks running Apoc 4
I know apoc 5 is controversial, but we’re also supposed to get an apoc rework. So I’d been holding off on scaling them
yeah, IMO you can comfortably just do stat and effect tweaks for all weapons in the game but 2 - orb and longbow, as these skillsets are fundamentally bad
even hxb can be nerfed using only stats, even if it would be a little boring and awkward
I have concerns with many weapons but I think they’re all mostly fun. Even longbow the 3x3 stun feels good to use.
Orb feels bad though. And it’s one of the few weapons that have a stat debuff associated with it which is hilarious. Like it would be too good if it didn’t reduce your max HP
my only regret is that it likely means scepter won't get its momentum propagation, which is a shame as that would make the weapon so much more fun than that awkward stun
Orb and Assassinate need to be completely rewritten, that's what I'm most sure of
Even longbow the 3x3 stun feels good to use.
i strongly disagree on that, no longbow ability feels good
but what new forms they should get is up in the air
I'm feeling kinda good about Breach Round, but I specifically went for the craziest thing ever for orb
I'm using three orbs on Glintfein right now and they are very good, but I admit there are some negatives and other weapons are 'better'. [I have one mana crystal which helps]. It could do with an extra skill though. I've suggested 'Vanish' before.
[Orb - Infect having low damage on non-isolated is actually ok as you can weaken certain enemies instead of killing. You one shot most isolated targets. The poison skill is really good. Death ray is a lot of fun and kills a decent chunk of mobs but is a bit mana costly...]
ehh, even assassinate could just get (significantly) better stats, a better effect and lower cost and be fine
breaching round is interesting but I don't think it's needed if they want to be conservative
arguably aimed shot is worse than assassinate
sniper shot? That's fair. I think artic blast makes longbow as a whole less in need of change, but if someone compeltely altered sniper shot I would be ok with leaving assassinate alone
or did you mean the skill 1 of rifle
That one is also fair
yeah, meant skill 1
i reworked snipe shot to thunder snipe, with propagation
i even tried it in-game, it was much more fun
but yeah, even snipe shot is worse than assassinate as it ends up being way more costly
You probably mean Apoc 6, which is the one that gives Negative stats to items
Ah, yeah. That one
The extra move for enemies is an actual difficulty increase compared to something like Mist Censers, which is rng dependent
Was the damage increased?
I think I increased the damage and had Secondary tiles do 70% of that
so it's like 120% and 85%?
hmm. Can't say I'm a fan
I wouldn’t mind reduced damage on the spear skills 1 to secondary targets if it was 1AP
Honestly I think longbow could use getting vision somehow
that would make watchtowers even more useless lol
As long as meta will be corpses longbow will kinda suck as weapon designed to kill as far as possible
cause the only reason people use watchtowers is to give longbows in the middle of the haven vision
yeah but I would trade a little relevancy on single weapon for watchowers
I would like to see watchtowers and stone walls made more relevant lol, mostly by nerfing ballista lol
(it would also make Third Eye even more useless)
I think Powerstaff stunning entrance should lose Vision
Standard longbow "trope" in games is static powerful snipes
Longbow and Rifle have problems coexisting in that space tho.
Longbow should have more range though
So rifle compete with crossbow lol
for strater I would make snipe shot not cost mana
and made watchout into real skill lol
One By One needs to be made a relevant perk, and it needs to be easier to create isolated targets, then Longbow would start to be more relevant
Longbow could be made relevent by changes to things around the weapon rather than only to the weapon itself
Problem is cannon got best isolated target making pattern AoE pretty much
Would it become the skill 2 replacing watchout, and a new mana skill would be put in skill 4?
Nah I would still keep it as 4 skill, you can brake a mold a bit
Mark but for isolation?
And Shortbow Rain of Arrows. Cannon Armageddon is just actually not a very good skill so it's not super relevant, but some more AOEs in that shape would be good, a way to buff enemies move would also be good to create more isolated targets lol
But the problem is if you spreads enemies more you nerf propagation which is not doing hot rn also
This could work but would probably have to tweak propagation numbers
or have it be a new perk! that maybe comes with some -bounces or -prop damage
Maybe Long Shot could get wound apply on hit
I mean you can remake Quan vs Qual into being usable
we were discussing this in the other thread haha
I mean, it should if it deals any relevent damage lol
I mean always apply temporary wounds, even if you don't deal enough dmg
Not to much support for opportunism but niche thing so you can slow boomers and stuff from other side
So, the biggest issue I see standing in the way of ranged weapons getting what they need is keeping them feeling like different and unique weapons.
Like you said Red, the fantasy of using a longbow is doing cool long shot stuff. That’s also the fantasy of the rifle in fantasy. So they’re very close to each other. How do you make them feel unique from each other?
Heck they are practically the same weapon already. Main damage move, snipe move, and slow/stun move. The only difference is that longbows have a dead skill in Watch out and rifles have two different main attacks.
That doesn’t mean they perform the same, mind you. They just are already very similar to each other template wise.
So a debuff except more confusing and with less relevant perks and other interactions?
I think rifle in game is based on Muzzleloaders
those vere not sharpshoot weapons for sure
Deadly, not accurate, loud
Clawers won't route probably but suppresive fire is pretty much most "rifle warfare" skill you can get
To an extent you’re correct. Rifles refer to the rifling of the barrel. Most popular movie renditions if muzzle loaders show the smoothbores used for war, not the muzzle loader rifles which did exist. They just took too long to reload in combat and were mainly used for hunting.
And we’re expensive to purchase and maintain
Also, devs, if you’re listening I would like a blunderbus in an upcoming DLC. Thank you.
and by the time militaries were ready to spend all the money on the more available rifled muzzle loaders, breach loading options or ways to modify muzzle loaders to breach loaders were more common, so they just skipped rifled muzzle loaders on the whole
anyway, very off topic lol
Anyway, making them deal insane dmg but less accurate and provide better utility would carve them a good spot
Longbow would be long range accurate attrition weapon
And apart from Ass rifles are fine I feel
I’d personally love the short bow to get like a Green Arrow treatment with a bunch of wacky arrows while Longbow gets the practical fantasy archer treatment.
Temporary wounds seems like a totally unnecessary way to accomplish things that are already possible in ways that have more interactions, either increase the base damage so you are more likely to get a wound (maybe even give some armour piercing?) or give it -move debuff
Change shortbow into recurve bow and go to town
armor piercing and lower dmg would be cool, kinda english way
What if watch out got turned into some kind of self-overwatch?
Like you automatically shoot any enemy that ends its move within 2-3 tiles of you but not any enemy that ends its move next to you.
So dmg would be cannon > rifles > crossbows > longbows
Maybe they could change powershot on shortbow into automatic crit
Give it a way to scale
having different skills with different inherent crit chance is something I wish the devs had introduced and worked on as the game got made, I don't know if it's something they would want to add so late in the games life
Yeah it would help make things feel different
Especially if we get another type of bow with elves
What if some attacks had higher or lower critical power? They can give attacks higher opportunism/isolation multipliers after all.
yeah, again, a thing I wish the devs had introduced earlier, but I can't imagine it'll be something they would want to introduce so late? Definitely something modders can play with
They can introduce it with DLC and then retrofit it into base game
maybe, the devs have made it clear they don't want to give old weapons perks despite adding weapon perks in the DLC
Imagine if assassinate had like a bonus 100% critical boost.
It would still miss, but the damage if it hit!
but yeah, they could add variant crit chance/power on skills to new DLC weapons
a magic bow would be cool
Ballista nerf most likely won't happen, as there will be major backlash by the more casual community like last time when they nerfed "tower defense box"
The better outcome would be for traps to actually become relevant, and maybe a button for quick selecting Catapults
yeah, unless it's in the form of apocalypse modifiers in the new apoc 2.0 system, which seems like it might be something the would be willing to do
"Ranged Defenses have -3 range"
"Defenses deal -25% Damage"
"Upgrades for defenses are locked"
They could start by halving the repair cost of traps...
I actually went broke repairing traps
on the damage trap, it is 4 mat / 8 mat/ Initial cost to build is 16.
So yeah they are 50% of the original price based on how much is missing
I think it's similar to repair the walls
I think well placed damage traps are potentially more effective than spending the materials to upgrade to mounted ballista - but it's hard to tell really.
I'm fairly sure the two trap Omens I took are slightly overpriced.
(1 slot for 33% chance to not use a charge, but it's hard to tell if this works. 50% chance would be nice.
2 slot for the 4 secondary effect tiles. Maybe this should only be 1 slot.)
Would One By One work if it was like Carnage, and triggered whenever you only hit 1 enemy per attack?
Probably be better than what it currently is.
Is the Physical damage kills for an extra 2% even worth trying for it currently?
Mostly Ranged weapons, specifically Longbow support, is able to make use of the perk
The physical boost is worth it when the main horde hasn't reached haven yet or you have a massive aoe that pings multiple isolated
The change I'm making would make it firmly only 1 boost per action, so the physical bonus would have more merit
and makes multihit far less ridiculous
so nothing to do with isolation? just a damage boost after killing an enemy with an attack that only attacks 1 enemy?
yeah
I wish there could be a building that can 1 shot every normal creep in the map for $$$$ or Scrap
Biggest Ballista.
!feedback-enemies Every time a hero dies in your run, make an Elite enemy appear with that hero's name next Night
Just because I found this buried
Please use the #✍│tls-feedback channel to report feedback
also long time no see Carl
I thought about it again, and Hand Crossbow itself could probably stay as is with the x2 Multihit (maybe remove Armor Pierce), but Multihit in general might need a rebalance, as investing into the stat makes it the best case scenario when compared to doing Overkill with BOOM! or Propagation's more randomized killing potential.
It's more so the weapons that are less desirable should get buffs or reworked (increase the bottom line instead of lowering the ceiling)
Some perks do need to be tweaked too as Back Protection used to be ok back in the day mostly cause you didn't really have good options at Tier 1, and should be part of Misc tree.
A whole new perk tree instead of Defense could maybe focus on the Potions/Consumable items instead would've been way better:
Potion Throw t1,
Overload t2,
"Lower mana costs for Scrolls by -1" t3
"Lock 2 slots to gain +1/2 uses (like Specialist-ish, but would kinda force you to get one of the previous perks) t4
"Gain stats based on how many consumables you've equipped /their level" t5
How do you rebalance the multihit stat?
There's not much to change in the levelups
Initiator wouldn't be worth it at +1
Which leaves adding negative stats to all the multihit gear
Each Multihit deals -10% damage from the previous hit (similar to Propagation) would be one idea, making mass multihit barely worth it by the end, but that would just make something like Wand & Spear mh pretty awful to use
the weapon variants, especially on hand crossbow, should probably stop having +multi hit, but weapon variants in general are unbalanced
Yeah I wouldn't really want to touch the "very good" weapon variants like +AP, +Critical or +Multihit, but they could have a negative stat attached to them
some like Spear +20 to 40 Armor is a dumpster fire for example when compared to Spear +1/2 AP
I wouldn't mind this variant if the stats were like +30 to +90 at level V
I would, they are silly, especially the tier 5 ones with +2 ap/mh
I meant like removing those variants entirely, as they already cost more than normal variants (in gold)
Wayy too big of an rng power swing, but i guess that's part of the game. Still, hxb could just get uses per turn reduction and be fine
Multihit on OTHER weapons isn't broken at all, it's hxb specifically
I guess making it 3 uses per turn would be a start
I actually think magic missiles could use a small buff with -1 mana cost
That's a substantial buff, but perhaps warranted
I kinda use wands expressly to burn mana, so that says something about the weapon balance
I mean Magic Missilies already had their damage nerfed to 85%
so it would make sense if they turned 80% at 3 mana maybe
I don't think that nerf was nescessary in the first place tbh
It was critical master that needed a nerf, not the skill itself
A substantial buff would also be giving it +1 use, -1 mana is pretty minor as far as things go
You could rebalance crit master a great deal by making it attacks that crit instead of straight crits. Makes single target much more competitive
Something like that, yeah
You could maybe increase cost of multi hit builds introducing secondary investments
Adding progressive inaccuracy to all next hits
So you spray and pray or invest in accuracy
On normal multihit (like pure Crit) it would matter, but something ridiculous like the Sadist one that stuns all enemies not so much
Yeah but that is more off sadist problem
again, I really don't think multihit itself deserves a nerf - are magic missiles op? is armageddon op? is skewer op? are poison daggers op? the answer to all of these is no
True they are all capped by use limits
But apart from Armageddon all of this skills are one of the best in the game as multi hit is only thing that let's you reliable increase number of targets
Like imagine you can pick up 5% BOOM on levelup
Skewer and magic missiles are definitely not the best in this, magic missiles with +2 multihits is 6 targets, a simple aoe like triple skewer is up to 9 targets with increased damage and like +1 mana cost
sure you get much more control but it's not like they have incomprehensive base value and are a mile above of everything
I for one consider triple skewer far above skewer
Skewer is helped by having one of the highest base damage on the skill in the game and being undodgeable, and being cheap, and working so well on blood mages
Skewer is very good, but has very firm limitations in hit count and range.
Magic missile has been heavily nerfed on the damage side, so on most harder difficulty struggles to kill half as many as its total hits.
but it's limited to 1 use per turn
Magic missiles is so Mana hungry for what it does
poison knives is actually really mid by itself. Its base damage is pretty low so it can actually NOT kill stuff even with bodybuilder, and doesn't benefit from oppo on the first hit
I am curious how old blaze would fair in the current or next update
stacking multihit AND prop is pretty hard
Yeah you need to invest into skewer or poison dagger and have clear plan
If limiting uses on hxb it would have to go to 3?
I feel like 4 wouldn't change much
4 is already the current use limit
3 uses is a good change, the question is what else
I think it needs to go down to 2, with slow death and blaze getting other uses back
I thought about droping mana from blaze tbh
I do think adding a minimum range would make it a bit less braindead
This is how I'd rework it, but can easily come up with something more conservative
Or reverse vision, so you can only target first row
Yeah but than there is perk cost
If the devs coded a reverse vision I'd think about it
And even with third eye you would have to do other stuff than spamming 1st skill
Yeah coding it would probably be terrible task
this is a conservative version with only stat and value changes, something like this should balance it, but i really don't think quickshot should be skill 1 because of the offhand problem
yeaaa it's SO good as an offhand
But slow death or some sort of poison as an offhand hmm
I guess it becomes an easier to use version of offhand gauntlet
yeah, nerfed slow death (or my reworked poison arrow) should be the offhand
Hmm treats all targets as no vision could be workable
yes
Also let's say no crit, no opportunism, what is best hxb build than
Devs already said no to complicated reworks and that those should be reletated to modding, we should keep things as simple as possible
ew no
propagation with blaze and multihit with a lot of damage buffs probably
ew no indeed
Than you kill all other mh skills
multihit mana fuel perk damage
or get one of those res red crystals
remove multi hit from (level 1) variants. If it can't show up as a rarity affix roll until level 3, why should it be allowed to appear on variants?
(also magic hat and ravens queens feathers)
I haven't touched armor rebalancing, largely because I can't remember all of them
poison daggers is op, armageddon is op, the spear one is op
if you nerd hxb everyone just uses those
Yeah but lower uses
armageddon is NOT op haha
4x7 targets is a lot
lol no
I had to arrange everything to get armageddon running with kills
everyone who knows how to play uses those*
Poison daggers is good on blood mages that roll +multi hit and crit trees
Spear Flurry of strikes is really strong but limited to 1 use so the more multi hit you have the more you want to use one of the others
Magic Missiles is very very mana hungry and doesn't deal enough damage to consistently be worth spending it
Armageddon is good for generating heat so you can start exploding. if it kills anything that's a bonus
remove critical master from the equation and armageddon becomes meh due to its low base damage
it has an awkward pattern, and costs 3 whole ap
if armageddon had less minimum range
maybe I'd use it a bit earlier for softening enemies up
wasn't it axe?
It'd be gauntlet if the secondary targets were dealing enough damage for the overkill to be significant
Axe is also 8
axe is 8 for 1 ap?
isn't it 7?
it’s 7 for 2 ap
the hero is standing in one of those spots
Axe is 7 additional, 11 total targets with boom, 3 of the actual attack, 3 in front, 2 behind (cause the hero is in the way) 1 on each side
Gauntlet you can attack at range 2, giving you the 8th target, and the extra target from the fact that the attack hits 4 enemies
(I think the actual most might be Axe Boomerang? but then you have to consider mana)
And to achieve that you need perk that might not roll, get perfect enemy pattern and a lot of dmg
from the perk, yeah, so an AP cost is harder to figure out, and that requires you to be surrounded by 8 enemies, and if using rocket jump the main damage of the rocket jump needs to not kill any of the enemies so they can die to the explosion
Yeah comparing it to just choosing 7 enemies it's kinda dog
I was just answering the question
brother you need boom for any of this what is this
yeah, cannon is the best weapon to abuse boom?
like, when comparing multi hit to boom, axe is the most simple weapon to get a lot from boom, cannon is optimal
axe certainly has more charges at 1 ap thats for sure
yeah, hand crossbow is just absurd, cause hand crossbow can do more with less
It's more about how probable is the optimal use of BOOM to multi hit optimal use
the boom cannon build actually wants lvl 1 cannons anyways
and they are very probable
and you don't want rocket jump to deal direct damage
you just want the free crits yeah
I'm starting to like no vision for handcrossbow more and more it would limit your potential in interesting way
like all enemies block line of sight? that would just make third eye way too good
Yeah but third eye is still limited
doesn’t each multi hit volley re-proc it?
It'll turn third eye into a required perk for hxb, but it could be polished
it would apply every other attack
Vision applies to an entire multihit volley, and Third Eye has to be deactivated before it'll accept another 2 hits
ah
yeah
ive literally never taken it
So 4 x7 turns into 2x7 optimal + 2x7 maybe optimal
so you would get one volley with no vision, then one volley with vision
It's something
If you also reduce it to 3 uses
just lower the multi hit cap to 4… all these gymnastics Im tellin you guys
Then you're firmly pushed into using the second weapon to build 2 hits
This would be the easiest solution, and would make blaze more relevant
that would still make hand crossbow the clear best multi hit weapon?
i mean with this other stuff
I really, REALLY don't want to do this all over again, in this same thread
ok?
then don’t
anyways hxb is op but multi hit in general is op so just touching hxb doesn’t really solve the problem
3 would still be ahead of boom value, and offhand and reload value still would be probably best in game
3 is still a potential 8 per turn w/o reloaf
I still think diminishing returns on multi hit was the best idea Ive seen yet
Multi hit dmg stat let's go
multihit dmg stat - multihit gear has negative multihit dmg, other multihit gear converted to pure multihit dmg
secondary levelup pool becomes even more bloated, might need an omen just for increasing the choices to 6/4/3
it just should be a flat amount to give prop a much needed edge
not that anyone takes prop dmg anyways
uncap prop damage, keep multihit dmg capped at 100
even then, I find it unlikely for prop to get crazy
An elf beta had a skill with aoe propagation
and I will welcome it with open arms
Let me do crazy dominoes with prop, heck yeah
Would there being 2 options for each special tree (Assassin/Poison/Defense/Debuff) like the Physical/Ranged/Magic/Racial be a good idea?
I meant it as a way to nerf getting perks like Sadist & Crit Master etc without nerfing/reworking those perks
but also it would be a good idea to allow actually seeing what perks Inn heroes have
I wouldn’t mind if those trees were more versatile too. Having options is nice.
But I’d really, really, really like the option to reroll perks. Have it be something you buy with tainted essence, like 1-3 perk rerolls per hero.
Sometimes I almost have a build but I’m missing a critical perk.
I'd rather there be a wider variety of viable builds so that missing a single perk doesn't make as much of a difference as long as you are willing to get weird with it
Like I get that, but some perks are irreplaceable. Like you either have blood magic or you don’t. If your character has lots of things pointing them towards Blood Magic and no blood magic they’re a lot worse.
I have no idea what you mean by perks pointing them towards blood magic really
and like, the main thing that blood mage does it let you use mana consuming skills more, which mana collector sorta does, but it's slightly too limited compared to blood magic, but like, with some mana pots (or that beer that is +mana -health and some other ways to heal, like vampire) you can do without blood mage
and like, if there are move viable builds then you could see that they wouldn't be a perfect blood mage but would instead be a perfect some other thing that doesn't exist right now
You don’t understand how Blood Magic, the only perk that completely changes how half a dozen other perks even function, can make or break a hero?
what perks do you think point a hero towards blood mage?
because yes, there are perks that get much better when paired with blood mage or specific weapons or both, but you can always build a hero in a way where they are good without needing blood mage, unless you are missing every good perk possible
anything but the debuff tree points to blood mage tbh
i mean, crit tree and crit runes and mana collector points to crit build that doesn't need to be blood mage, but can take blood mage. Relentless inertia Boom points momentum, which can be with blood mage or not. Spiky Counter Vampire Berserk points to physical damage tanking, which works well with blood mage but can work without it.
The Only build that really needs blood mage is Cannon Vivified Blood Collector, and you can get your healing from toxic leech or enough health pots if you really really try
And that's only cause Cannon benefits more from Vivified than any other weapon
if I have blood mage vamp im taking it with or without some or all of that every time
yeah, but the conversation isn't when is taking blood mage good, it's about when do you have other perks that mean not having blood mage makes the hero a dud
oh
and like, maybe the solution to that is make other perks better so that picking blood mage isn't correct as often
yeah very few things only work on a blood mage
a lot of them are a hassle without blood mage though
or like, there will be a completely different set of perks you can take that you do have that will be also very strong
I know you consider my perk choices absurd at times, but I've never seen a hero I can't so at least something with
There’s a difference between “I can do something with this” and “I now have infinite mana as long as I’m using it to kill things” as with Blood Magic and Vampire. Also I gain back AP forever because my mana isn’t a limitation anymore and have access to unique perks that can’t be accessed any other way that now have synergy with my 1000 HP.
Like if I roll a hero with a bunch of +healing or health or health regen the difference between them having blood magic and not is is whether or not those stats do something or not.
I understand the strength of blood mage. But like, blood mage is good without a lot of the surrounding perks, and ideally you would have other perks that would be good enough that blood mage doesn't warp your opinions of every other perk
No other perk enables as many synergies as blood magic. It literally alters your other perks to better work with itself.
If that’s not considered “warping” to the perk pool I don’t know what would be.
I don’t necessarily want blood magic changed or nerfed or anything. But it’s why I want to be able to reroll perks. It’s such a huge pick up.
But like, I don't think Blood mage is as strong as you think it is? Like yes Blood collector is better than mana collector if you have enough Healing received, yes on some weapons Vivified is better than energised, yes Blood Shield is better than mana shield. Yes Bodybuilder and Sanguine fuel lets you get more value from Health.
But like, the strongest heroes don't need blood mage, and I have beaten tons of maps on tons of high apoc runs while not picking blood mage even with supporting perks available
Heck I’d love to be able to Reroll the trees too. If I could flip Defense into Crit on someone with native crit boosts from traits I would.
And I don't want the game to be dominated by a single central strategy (it already is with Sadist Handcrossbow), and I'd rather fix the issue by making all the other options better so missing 1 perk never feels like it ruins a hero
"this perk is so good, so lets make it easier to get it and make the game revolve around it even more" isn't as good an idea as it might be in your head
Sure, I’d like that too. However I also don’t think we’re getting much more than a number change from this balance pass.
I believe there’s probably a solid dozen perks that can’t be fixed with just number changes. Ergo, I’d like a solution that isn’t “let’s see how much reliability shorter weapons can give before it breaks something” and instead lets me flip it into something useful - long weapons.
I am hoping that they change the perks in meaningful ways
I think that is more likely than adding a reroll perk mechanic
If there were perk rerolls, it would okay for “bad” perks to exist since you would have a resource to spend on fixing them.
And where to spend that would then be a decision.
there should be no actively bad perks, and all perks should be at least situationally good, and you should have to pick between the ones that are best for the situations you expect to end up in. It's okay if some of those situations basically never happen because you have other perks you can choose instead
In an ideal world, sure. But when there are considerations of time and peoples salaries to pay - corners will end up getting cut. The best to hope for is an approximation of balance.
After all something will always be the worst option. People will always optimize a game over time.
I’d rather a quick and dirty fix than nothing getting fixed at all
the ability to reroll the perks would ruin a lot of what makes this game fun/interesting imo. I think it would be a worse option than doing nothing
Considering we’ve almost never agreed that doesn’t surprise me.
However, I’m fairly confident that the devs said in this thread they weren’t doing drastic changes. And I think the worst perks need changes bigger than simple number adjustments.
I mean, they are in the process of doing a drastic change of the apocalypse system, Drastically changing maybe 4 perks, at most 10? when there are 90 perks in the game, isn't a drastic change to the game. They don't want to make drastic changes to the weapons, which is very understandable.
I think adding a perk reroll mechanic would be a more drastic change than reworking just over 1/10th of the perks
(okay, maybe more than 10, probably about 15)
(but there will be 100 perks not including medals or weapons after the elves dlc)
I wouldn't want Blood Magic to be nerfed honestly, but more support for it to be usable with other weapon types would be cool.
With anything mana equivelant being 1:1 now 1:1.5 ratio, and the Resistance gained from Mana be less from 30% to 25%? with prices going x3 to x4.
That was already a significant change and I can see that Vampire + Blood Magic is a braindead combo as it allows you to use Physical weapons more powerful skills at no cost honestly and relatively early on (level 5/6) compared to Mana Collector requiring going all in on Critical and coming at level 9 while having an cap per turn meaning you cannot go all out casting infinite spells without drawbacks.
If there was a way to reroll a whole line/tree of perks I could see it be ok but for a Gold cost not Essence as that would just mean anyone that has done over 5 runs can really just use it until they get what they want or hit it's limit.
Removing even more RNG on the game will make it more formulaic for challenges/apoc and in general similar runs.
I've already mentioned that for me every run can feel like I'm just repeating the same actions because I've tuned what we have to do so.
You could always add something ridiculous like Omen of Blood Magic
Omen of Blood Magic sounds amazing. Maybe as a limitless perk?
Just a very silly run.
Also I can say that I'm washed up and can't really do hard runs anymore
Also I don’t really want blood magic nerfed - I’d love if there were more perks that completely altered other perks.
It’s an example of something I think this game does right, and sometiems missing it on a hero hurts because of how fun it would be.
I could see it be a thing for 2 or 3 omen slots
another one that's nice is Runic Gift, allowing you to be a bit flexible with Trinkets
Runic gift is an odd one. It doesn’t do much till you get your economy going but once you do it’s so many free stats.
runic gift omen would be kinda bleh tbh
It's more so an Omen to allow extra trinket slots
What's this about? Perk rerolls?
I think the part of the game that needs less RNG would be night 1, and everything else wouldn't benefit as much from being able to slot in meta builds without examining what you already have
The solution to blood magic being so build altering is to make more perks that are build altering
Kinda yeah, for example if you want to be more efficient with Poison, getting the Tree for it is the only way really and the Debuff tree for Hex and Sadist
There's like no synergy for poison at all without those specific trees
Maybe the less than optimal Initiator and QvQ for low dmg high Poison spread Dagger and Druid respectively
Memory Mage - You no longer gain experience. If you reach 0 health, you only die at the end of the night. EXP received is converted 1.5x into Healing Received.
Reincarnation: The hero becomes level 1, keeping their Base stats from levelups, and randomises their perk tree
Maybe level 3 instead
The idea is you lose all perks to be able to levelup easier once again to gain even more stats as a trade
Yeah, and the tradeoff would be losing 1 or 2 perk points on the final kit
Currently I only ever see it viable in Elderlicht
HP regeneration perk would be cool, something like "Restore 5% of your Daily HP regen per turn"
I would do something like "Every 5 mana consumed, restore 10% of your Daily HP regen"
then the blood version is 1%
Blood version wouldn't make much sense
but I want more stuff that happen "Start of turn" and "End of turn"
Honestly all I want is for the perks to be revisited in order to enable more builds, more fun stuff to do.
The game has like 4 builds going right now, everything else is subpar
So for balancing, I'm probably treading old ground because I've been away from this for a while, but my biggest thought is that there should be a "Crit Damage" multiplier. Right now all weapons start at base 1.5x crit damage, but that doesn't have to be the case. If we had 1.3/1.5/1.7x damage base depending on the wapon, some weapons would become 'crit weapons'. I'm looking mainly at the Two handed Axe and Sword here, and the Longbow - good candidates for it.
Conversely, the hand crossbow getting 1.3x crit damage stops the multi-attack/crit chance/crit damage scaling that makes it absurd. It's still a good weapon, but you can't just "do the thing" and have it be better than all the other things
It also solves one of my pet peeves that crit is just generically good - it doesn't feel like it's particularly better or worse with any weapon (except druid staff). The generically good stat should be "flat damage" while all the others unlock build choices
Reliability, similar. A few weapons with very large damage ranges (like -60% to +60%) would make it a real stat for certain weapons, and make it feel like part of a build instead of an annoying thing
Dodge is another stat I think should be looked at. A few games have done this for dodge, but I'd like to see a 'glancing blow' chance, where glancing blows do one third damage. Let a high enough dodge push that last 5% into 'always glancing blow' so it's possibly a reliable way to survive, not just RNG doom.
Finally, Propegate should be looked at. Cleaning up the code to make it a bit smarter about how it travels rather than random walking would be nice. Right now it does like to randomly dead end sometimes, and things you can't count on are meh. After that, a few of the propegate abilities could probably use a numbers tweak, but that's small stuff.
At a high level, that would open the playing field on weapons in an interesting way. Now with some weapons getting dramatically stronger with crit you would want to seek out crit weapons instead of crit being a damage multiplier for whatever 'the highest damage' weapon was. At the same time, multishot would no longer necessarily go insane with crit (hand crossbow cough cough). Reliability would open up certain weapons that would be very high damage with high reliability, but not so much without it.
That would let certain weapons without a strong role be adjusted into one. If I can suggest
I guess you're a bit outdated on this, but Hand Crossbow doesn't always require Crit to work, you can have Sadist for max Opportunism or just Flat damage increase
It's just that Crit is the best damage stat as it requires no thinking cause of it's high multiplier ceiling.
Yup. It's exactly that I want to fix. If some weapons are particularly good with crit, then we'll want to use them even if their ability patterns are a bit awkward (two handed axe for instance)
While we can take weapons with very solid ability packages and make them low crit so they're not just 'strictly better'
All weapons are good with, cause it's very easy to max out Crit%
Right! But that's because all weapons have the same crit - 1.5x damage. Imagine if some were 1.3x damage crits base. Then crit would not be particularly good on them. If some were 1.7x, then crit would be stellar on them.
I don't think it being +/-20% matters
That would only stifle the early game if you got Critical Runes level 3
So they would have to be multipliers on the hero Crit damage stat, right? Rather than like a base Crit value that Crit power gets added to?
I guess if you deleted Critical Master and a lot of the Crit power giving gear maybe?
@Abagail exactly! Multiplicative instead of additive.
Trust me, if it was the base the +crit damage was modifying rather than an additive, the math is very much that 1.3x is VERY different than 1.7x
Way back in early access I think the game did similar things for isolation and opportunism
But it does make the most sense for crit
It's interesting, but I probably can't see it, without all the relative stats being actually changed and tested
Yup, its a high level change that needs a lot of playtesting, and probably a lot of minor weapon tweaks
Yeah, I think it's too late for the devs to want to change it now, but it's something I've thought of before and would be good to add to a balance mod once modding gets a bit more support
I think it's the perfect thing to change for an expansion honestly
Too big for a balance patch, but for an expansion... it's cool
The "glancing blow" chance for dodge and changing a few weapons to have very high damage ranges are certainly simpler tweaks to base stats
I guess would've been better conveyed if you had the weapon or skill show: Critical Power x0.75 (75%) on the tooltip
While the Hero stat Crit Power is 150% base that would make it 113%
But reworking the propegate code to reduce dead ends is probably another "comes out with an expansion" type change
Personally I really don't like the glancing blow idea, I want dodge to be as simple as possible
Unfortunately as long as there's a 1 in 20 change to take full damage even with the most kitted dodge build, the result of that is that sometimes you die.
I mean, that's how many players think opportunism/isolation works cause that's how it's displayed on skills with extra multipliers, but they don't actually affect the scaling, at the moment Opportunism, and sorta isolation, are also very universal damage options
I understand the concept (Disgaea has Nick), and it's a way to reward high Dodge or low Accuracy during the early mid stages, as later on you can usually ignore the dodge mechanic with stuff like Undodgeable or -Dodge effects
Isolation is fine because it's like basically the opposite of a generic multiplier - it takes work to make sure it does its thing.
The thing that dodge does now is prevent little enemies from "using up" your armour, so when you inevitably get hit by the big attacks you take less damage
And like, that's a fine and useful thing for it to do, especially given the numbers it has, but you do need other defensive stats
Yeah, it's more that fundamentally I hate the RNG nature of it, because sometimes your dodge hero will die because the stat might not do anything
It's weird to make one with a negative multiplier when the hero base stat is 100%, in which weapon skill effect that require the conditions are balanced to be used, like the 3x2 on Power Staff
Or conversely if your stats are high enough you can survive without the RNG... well, that's what we tend to do with tanking heroes, so we just ignore dodge
RNG in survival is one of those things that's always been hard to balance, because 'well, sometimes you die' is just not an acceptable outcome.
RNG in damage is like 'sometimes the enemy lives' and we can plan for it, but there's no way to plan around 'bad luck, hero dead' except ignore the stat and focus on ones that are reliable
yeah. if you were to make these changes you would probably need to change the base of the stat be 0% like dmg%
I can think of like 2 skills with high isolation, Dagger and Orb, but somehow the latter kinda falls flat
You have Longbow with x1.25, which is like it doesn't matter
If there were more skills with more extreme multiplers it would be more fine to make the negative/lower than 100% Isolation/Opp
So because the scariest enemies either have high accuracy or undodgeable skills, you can never really rely on dodge to save you from a lethal hit, but weak enemies start with negative accuracy, and are also the ones that are easiest to debuff their accuracy, and so it's easy to almost consistently dodge them, and they can account for like 60% of the hits a front line tank is likely to take
Hammer Crush used to be that way, but got it's damage increased and Opp lowered so you don't need to use it with Opp as much
There's also the how would you justify the malus multipliers
I could see something different existing as a Perk maybe, like: 25% of Dodge is converted to Resistance
That would sorta add this glazing blow mechanic
could even do "when you successfully dodge, gain some amount of block/armour/resistance. When you get hit gain dodge" as an interesting perk
Would it be dynamic or buffs?
Dynamic like OldCriticalMaster "Fear of Death" or buffs like Perseverance
Either would work, buffs would be stronger cause it'd work with blessing, but dynamic like fear of death would be definitely more balanced
That would be cool. Make dodge heroes avoid certain enemies. Changes your playstyle
I like that idea a lot
I'm going to write a reddit post about the crit idea because there's some math stuff that just doesn't make sense unless I can do a table but trust me, it does change crit quite a bit. I think I'm just being really bad at explaining it so I'll write out the table
The Last Spell - my favorite mod for excel
Oh I understand, and having different scaling on different stats for different weapons is very common (like, Brotato does it lol), and it would substantially change the value of crit for quite a lot of weapons
Oh god yes. Although a positive is that we could start "crit damage" at +0% rather than +50%
the more stats start at a baseline of +0% the happier a little gerbel in my head is
tbh, you could even have different skills/weapons have different modifiers on crit chance and crit power. So you can have some weapons that require more crit investment but have higher crit power rewards and vice versa
But I think it's too much for the devs to want to change now, save it for a sequel or Mods
I think the opposite
Handcrossbow is the weakest weapon for crit. Since crit applies after block, if you don't get through block first you're multiplying 1 or 2 digit damage by 200% or some such.
It's just that handcrossbow is the best weapon, and crit is very powerful. Nerfing handcrossbow's crit sounds nice, but it wouldn't majorly change how it plays.
Hand crossbow is the best weapon for Crit master, because it can get the boost more times than any other weapon (except cannon I guess), and it's the best weapon for bully because slowdeath + contagion is 75% crit.
There's a number of ways to apply glancing blow mechanics to dodge, but aside from the above reasons TLS just has so many hits from so many enemies that making the math complicated on dodge makes it harder for a casual player to estimate mitigation.
so even if you get less benefit from the crits, you still get so much value from crit master that crit hand crossbow is worth doing
(this is also reasons why block should be applied before all other multipliers, and also why sadist is better than crit master on hand crossbow)
That's true, but a flat negative multiplier to crit power doesn't make crit master weaker, it makes it MORE important compared to other builds, just delaying how fast it ramps up a bit.
I mean, yeah, you'd use hand crossbow to build up crit power and then use some other weapons with a high multiplier to do damage to bosses and stuff
alternatively you could do crit chance modifiers as well, and make it so 100% crit chance becomes 50% for hand crossbows, that would be a nerf to crit master on it
Would also be very annoying and unpleasent, and adding specific modifiers to the stats per weapon, or even per skill, would add so much to try and keep track of lol
It's more common in things like Dark Souls, where a lot of the maths is hidden from you stats are more abstracted
Or in things like Brotato, where you're balancing fewer elements and have slightly less to keep track of? (1 "hero", rather than up to 6)
crit chance modifier is certainly one way to close the gap between aoe and single target, and add a means for prop to have more killing value
Funny how 2 years ago i wrote ideas for boomerang weapon, lets see how much was "borrowed" from my ideas 😉
New idea for defense: Conduit
Upgrade for barricades. Slight increase in HP, 50% resistance, and allows propagation to flow through them without taking damage
Can you explain your short list
scroll down, it's less than one screen
@crimson rock I like the viewing tower upgrade idea
Honestly they all sound good to me
hey can i make a wierdsuggestion of having a minimum isolation and oppertunist modifier of like 20-50%?
Just doing a character with short weapons and flurry of blows medal (every hit not dodged gives +dmg and -acc) and now they cant kill any isolated unit as isolation is at 0.
I get this was not a smart move now, but feels bad to have a perk combo render a character useless
isolation is not affected by flurry of blows
Expoit Weakness perk
the one that turns Accuracy into Isolation, and Res Reduction into Opp
-100 Acc => -100 Isolation
sorry yes i should have said
no it wasnt, but i was just thinking about how many multipliers i could get and thought 'oh, opp, iso, and 500% dmg, lets go!' and didnt think about the -acc
I don't think it should be changed though:
-you have other heroes who can deal with isolated
-you can just miss from long range to reset the perk and get out of isolated 0
-it's funnier if this can happen
It's only -100, so it mostly punishes you for being at baseline Isolation, assuming the hero is level 9 when you got it simply means you didn't get any Isolation?
I wish more stats could go into higher negatives or minimums, making stacking Negative modifiers actually impactful
Multihit min stat is 0, so -1 MH does nothing
nah accuraccy keeps going down. As You get to say +250% dmg you are on -200% accuracy. So this character has 176% iso usually so goes to 0% by that point
dont get me wrong, i should be punished, but literally a x0 multiplier is brutal
That technically shouldn't happen as you are capped at 100?
ill show you in the next night
just makes me think of doing the opposite now, overcapping Accuracy to get more than +100% Iso
here is character usually
Gear pieces can give about +15% each at level 5, +15/20 somewhere per Longbow, so you're near 75%
now also add Muscles Watchout buffing
+25% x 4
and Blessing for +200%
well screwed up that character this night by hitting something in 1 hex but another character shows the game does calucaltue the neg accuracy to be below -%100
ignore me i was wrong
the isolation i had that made them over 100% in the other night must have all been from the exploit weakness accuracy
very sad then
sorry to ruin your dreams of the most accurate hero ever
This upgrade is really underwhelming, I can't think of a situation where you would to spend money on it instead of anything else.
Suggestion:
- Cost
80=> 40 - Effect:
+24 -> +32 Max HP=> 2 Workers => 1 Worker
Suggestion 2:
- Effect:
+24 -> +32 Max HP=> 1 free use per morning.
Yeah in comparison to the Mana Well 6 -> 10 Mana for 1 worker, that's still a 66% increase vs the HP one only being 33% and needing 2 workers
And in Mana vs Blood Mage values this is twice as bad as Mana well because 6 mana vs 24 hp is the 4/1 ratio
An equivalent would be 80 hp for 2 workers or 40 hp for 1 worker vs the 10 mana a Well gives for 1 worker
While I do understand HP has an innate value as it allows a hero to survive damage; with mana you could trade that for one to three powerful mana costing skills
I think block should be reworked. It matter to much in early game and nothing late game.
Block should be subtracted before others damage buffs like opportunity, momentum and isolation
I have suggested that block be changed to take effect earlier in the damage calculation a lot, particularly due to how it would nerf multi hit and especially hand crossbow
Have they implemented any of the discussions here? Feels to me they just dropped a random update and called it quits
the balance patch that was released with the last DLC was focused mostly on the weapons and perks, and implemented some good changes that helped some of the weapons and perks that needed them
expect balance changes that focus on corpses/economy/buildings/defences to come at the same time as the next dlc
When is the next DLC ?
We don't have an announced date for the moment 🙂 But we're working on it!
I believe it was mentioned for Autumn time in the roadmap
expecting it late this year, there was a recent alpha test announcement (was visible if you had the beta testers role) so it is in the works
Ok. Nice
Looks cool
Ilya will do a better job than me to explain what amours are just bad or not strong enough
For weapons to be changed ts kinda the same as the previous DLC patch :
- 1h xbow could have a bit less dmg in early, its still a formidable tool
- hammer needs a bit of smth maybe thorn dmg?
- shortbow is kinda weak, not original, needs more cool stuff
- shield is more or less spam ulti, could be more interesting, the shield bonk giving block should give purge
- claws in early are really weak then become really strong not sure about this one yet
For perks : harvester was imo too weak, could do smth else like regen mana after a number of kill (would also make it better for blood mage) and will provide an alternative to blood collector but way weaker (bcz t2)
A little rework of thorns could be great or maybe more tools for melee to deal with the tons of debuff monsters have with apo mod.
1h xbow doesn't need much tweaking for earlygame, it's fine when you account for higher apoc interactions
shield purge is a bit too useful since then it becomes literally the best and only option for taking hits
Mana harvester's issue is that it needs mana growth to get good numbers. But Blood Harvester is actually pretty strong on organic armor. Healing received does a lot for some spicy 300 healing each night.
I find Blood Harvester to be pretty bad if you at it on the aspect of how many perks you needs to do something like: +4.95 hp per 1 stack, needing 10 health for +1 phys dmg
Elven Perks:
Urban Hate; with basically no effort (just clearing ruins tbh) you get more mana regen than you could ever spend in a single night, as well as loads of experience gain. the perk falls of late game but by the time it does it's provided more than enough value to have been worth basically always picking
One With Nature: Rewarded for saving money on other things, not having any gear RNG to worry about, and getting tons of AP and the ablility to one shot just about any enemy. even if late game you give up on it it's early game power boost is way too much
Hunters Arsenal:
The poison on magic damage is pointless, does almost nothing and requires you to be choosing to hit things and not kill them. If it also applied on non damaging attacks that just applied negative alterations it would be way more useable
The Momentum on Physical attacks is the most broken OP unbelievable perk in the game.
Momentum on skills that didn't already have it is basically perk damage. other sources of perk damage cap at 40%, and have strict limits on their use, like proximity shot requiring close range.
Because when physical attacks gain momentum they also use the heroes base momentum stat, with just 5% ranged damage and 5% momentum you are at 10% total momentum.
the equivalent of 10% perk damage for every step!! you can expect to be getting somewhere between 20% and 200% bonus damage on skill uses! Including on mutli hit skills like poison daggers, flurry of strikes, or manual control thorny seeds. OR you apply that momentum to the 13 tile AOE of manual control catapult!
And with even just the slightest bit of investment in more momentum or ranged damage you can get 40% per step! making it trivial to have double damage on basically all physical attacks. Let alone the fact that it means you can get inertia to restore movement on all skills!
the Momentum on all Physical damage skills is something that was never intended to be a thing by initial design, otherwise we would've had the Momentum stat already work on all skills, at extremely minimal numbers (like +1% dmg per move, capped to +20% per move up to +400) with Momentum specialized skills multiplying that Momentum per move by x5 to x10
Urban Hate I just find it broken overpowered because it breaks the pacing on hero leveling and when you're supposed to be getting certain perks; combine that with a pre-Night 1 Omen of Talent, and if you're insane +30% EXP Omen; you can get out of control very fast, to the point I was getting level 4 heroes with Urban Hate, One with Nature & Shorter Weapons with Shower of Blows before Night 2
so I found even bothering to try the max Apoc difficulty pointless when I can just reroll myself to victory
I hate One with Nature mostly because it's Free AP for no real effort which shouldn't be a thing, cause pre Elves the only real way to get Max AP / AP regeneration was Energized, which is mediocre and mana intense, and very lategame with Legendary Assassin, Night Owl and Adrenaline Rush (Perseverance was unusable)
Any plan to survey and balance the enemy? Archers now pierce armor, but their numbers and immediately attack when out of the mist weren’t adjusted, making them totally broken. Like in Elderlicht’s first two days, if archers spawn, the difficulty spikes hard and punishes players way too much.
The point is that you can't neglect health/regen when sitting close to the mist. You need a lot of armor and SOME health to tank it
The items dropped by corpses shouldn't be cap to lv3 max, it makes Corpse gameplay really garbage right now.
Ordeals should be easier to do, specially early night ones, they're already pushing a certain way to play meaning less freedom & some possible moves that'll cost you panic, big HP loss on heroes, harder corpse-play and overall less optimized uses of ressources
Some ordeals seem to be sometimes impossible depending of the hero gear like +9 tiles with physical dmg on early nights or "have your heroes get hit" when you're in night 2 with high apo
But isnt that the point? Not every ordeal or divergence is supposed to be completed/atempted
The ones in Glinfein are most of them extremely complicated (nearly impossible, you'll have to destroy your run to do them). Shared some screenshoots on the general. Idk if those were done per maps or are generated with map difficulty.
Hmm might need slight adjusting but in general it shouldnt be a need to complete everyone
I really think opportunism and isolation minimum damage should be either 25% or 50%.
So far i made it 15, 25 can be argued but 50 is definitely too high
15% makes sense with every positive multiplier getting to +200-500% i.e. a world where people get 800%(+) increased damage.
So a standard game?
Yeah - still a 0.15 multiplier is 1/6 damage - if this value only showed up in like night 8+ it would make sense. I mean it nulfilies two +150% damage increases.
Hard Divergences should use a x2 "Difficulty" value (rounded up), instead of the maximum one.
I think you're more arguing that the divergeance stat penalties are too hars for iso/opp
Which is fair and something i'll be looking at next update
It is the main context of negative multipliers, no?
I suppose there's also new super negative traits from apocalypse...
The new traits mostly just change the maximum of stats rather than actually changing the stats
<UnitTraitDefinition Id="LowStress" LockedByApoFlag="TraitsParametersApo1">
<Cost Value="-3"/>
<StatModifier Stat="StunChanceModifier">-14</StatModifier>
<StatBoundaryModifier Stat="StunChanceModifier" MaxModifier="-80"/>
<StatBoundaryModifier Stat="OpportunisticAttacks" MaxModifier="-325"/>
<UnitTraitDefinition Id="TooColdBlooded" LockedByApoFlag="TraitsParametersApo1">
<Cost Value="-3"/>
<StatModifier Stat="CriticalPower">-50</StatModifier>
<StatBoundaryModifier Stat="CriticalPower" MaxModifier="-350"/
Sometimes they do both. and quite dramatically.
<UnitTraitDefinition Id="Shy" LockedByApoFlag="TraitsParametersApo1">
<Cost Value="-3"/>
<StatBoundaryModifier Stat="OverallDamage" MaxModifier="-425"/>
</UnitTraitDefinition>
<UnitTraitDefinition Id="MentalVoid" LockedByApoFlag="TraitsParametersApo1">
<Cost Value="-3"/>
<StatBoundaryModifier Stat="MagicalDamage" MaxModifier="-80"/>
<StatBoundaryModifier Stat="ManaTotal" MaxModifier="-90"/>
Wow - i think i only used that dreaded apoc once. I remember losing arm, torso and a damage type i didn't use.
Now that Rifles get propagation on skill 1, shouldn't the -10% propagation damage default debuff on the weapon be removed?
I'm not sure there are any other weapons that debuff their own skills
That was added to them when they were given the propagation skill so it can keep high base damage without being way to strong scaling with prop bounces
it is quite stark the difference spawn formations have on short range melee weapons like Hammer, Great Axe (and axe somewhat)
in early nights when spawns are tight, these weapons are actually very good.
in the last night when monsters come from all over the place, these are one of the most painful weapons out there.
It's the exact opposite, they are good late game because your heroes have movements and teleports, phys weapons have better base damage scaling, and you can pull off combos like bodybuilder + blood magic + organic armor
Meanwhile early 6 movement for 1-3 range weapons is awful for catching stray enemies and staying out of harm's way
not my experience.
these weapons have limited aoe shapes and require a lot of positioning - even the most mobile heroes will struggle to position and put good use of these skills
while your long range weapons, and multi-hit wonders can allow you to pick off whatever you need no matter how they spread.
early game, mobs come in tight packs, so a great axe or hammer can reliably hit all targets with its aoe
not unheard of that you can hit all 5 with a Great Axe swing or almost all the targets with a stomp from the hammer.
stragglers you catch with your ranged obviously
Sounds like you're playing at low apocs, where no +45% enemy wave size means it's hard to use AOE to its full extent, no enemy upgrades mean no armor piercing archers so the early enemy threat is lower, and no +1 enemy move so catching strays isn't a problem
what? I just cleared Apoc 32 and came to complain about my hammer guy not pulling his weight... specificaly in the last night, he was good up to the boss fight
32 apoc is pretty low, but i guess that's not the point
Yeah, boss nights require different gearing, aoe weapons are generally not good for those since the best strategy is to rush the bosses before enemies can surround your base. Hammer has no scaling, but greataxe still retains their utility thanks to the skill 3 buff and mobility from jump
well that's what I'm saying - the actual problem in balancing these weapons is that enemies spawning in a greatly spread out formation, make these weapons much weaker
while the top tier weapons which have long range and multi-hits perform well in any scenario.
Why is this in "balancing" and not "strategy"?
It's not as big of a deal as you think, because boss fights are usually victory laps, the nights earlier are harder. Regardless, for those nights good builds just switch weapons for something more boss oriented, all heroes have 2 weapon slots for a reason
That seems good for "balancing"? I.e., some weapons are better in some situations and other weapons are better in other situations? Shouldn't that be how balancing works?
(I disagree that boss nights are easier than the preceding nights, but, like everything else, it's complicated.)
(I generally disagree with almost everything Grobo says about balance. But I think neither of us see a problem with the different types of weapons.)
Boss night more often than not are a joke because you can ignore all enemies and still win
you have variance with Elderlicht not even being a boss fight and Glintfein actually mattering to have wave management cause it takes a minimum of 11 turns compared to other maps
well, on paper that sounds right but theres 2 issues:
- the weapons you use, especially lategame go into the general build you made.
- some weapons are good all the time
I'm going to try to avoid getting into the "should every weapon be equally good?" argument again.