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Whew, a lot of good feedback. I'll try to explain some stuff and give my reasoning to some of my decisions with the caster characters, but I'm open for further discussion. :)

Let's start with the warlock. Warlock is a bit more complicated in terms of balance. Some time ago he had +2 damage on firebolt, and he just blasted through everything early before things could get near him. The thing is, that yes he requires more stamina than the rest of the characters, because he doesn't do well in regular attacks, but he gains range and no ammo requirements in return. In open-world range is a huge advantage over what melee fighters have, and archers require ammunition. Abilities also have a 100% chance to hit, and regular attacks don't, that also adds up to the cost. So stamina is the only resource a Warlock has to worry about for his power and since the cost of abilities doesn't go down with endurance like regular attacks.
One interesting thing you might not have come across yet are magic weapons. They are not available as often as standard weapons, but many magic effects add additional damage type or change it completely (for example, a weapon does only Holy damage instead of Physical). These weapons scale with Intelligence instead of Strength, so if you need to save up on stamina, this might be a choice when things get too close. Magic items can be crafted too, but it's luck-based. Some basic weapons like ceremonial daggers have extra holy damage without any additional affixes rolled.

Protections are not as strong as you think. Most defense comes from willpower because it covers the whole body. Shirt will only add it's protection when you hit the enemy in the torso. You can see which slots protect which parts in your inventory screen under "resistances", hover your cursor over some values there and see the magic. ;)

Necro is even worse to balance. I'm a big fan of WFRP, and for a long time, I've been fascinated by the story of Nagash. I want to have a necro that can create his horde of the dead, but, because this is a game, it would be too easy if these zombies could be powerful enough to do all the work for you. So the idea here is that you can summon as many as you can get corpses, but they are disposable. They will die quickly, they won't do much damage, they will soak some damage, but they also are almost free to make, because not all corpses can be butchered or turned into other resources. There are also some options you could try, but maybe not reliable. There is an AoE healing ability in the game that heals you and zombies, so with right combinations, this army might spiral out of control. :)

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Have you thought about further down the line working more on the enchantment system? I've been thinking along the lines of being able to collect different enchantments from the magic items you salvage and being able to pick them somehow when crafting. Something to give a little more control in the kind of gear being consistently worn would be a welcome benefit, though would probably have minimal results with some of the early game issues people are having.

In regards to necromancer stuff, maybe would be neat to eventually get a single champion type zombie that sticks around a little longer. Perhaps an abomination golem type creature that requires multiple corpses, thread and extra time to conjure up and as a benefit comes with an ability or two it can use. I love me a zombie horde as much as the next person but might need something also to properly deal with some of the tougher individual named enemies

Big fan personally of all things Warhammer so I'm a happy camper seeing even vague inspirations in regards to style setting or mechanics :D

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I had a thought to learn prefixes and suffixes from salvaging, but there are so many ideas already. :) Might be a good improvement at some point, first addition for items will probably be another rarity level with abilities attached to items.
Necro has a couple of abilities that need to be implemented for higher levels, some of them could be stronger summons. :)

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Sorry for the wait, been at work and just got settled in and wanted to read this before playing again.
So.
It's nice to know you're reasoning behind a lot of the stuff now, and that some of it was on purpose. While some things might not be to "my taste" I at least respect that it's the way you wanted it, and creator vision is something that i always like to put at the forefront of a game, Though, saying that i do want to hop into what you said.

I wasn't aware that abilities had a 100% hit chance, i thought that i was merely hitting more often due to generally throwing a lot more points into int than i did other abilities while picking a warlock. I actually played again for a bit after looking over this to try to try out stuff based on what you said. And in general i feel like i'm doing better but....

It seemed like the closer the enemy was, the less damage i did to the enemy. Now this might have just been a string of bad luck on an enemy will higher willpower, as my damage was suppose to be 10 to 14 and i was hitting this fishman with 11's, until they got within 2 squares and i started to hit them for 9. Then a traveler, the bane of my life right now, came and he was taking 2 to 4. He had a cloak of winter and linen pants of the giant, (what the game said) and i forget if he was taking more at range but i was dealing 4 until he got closer and i was then dealing about 2 a hit. Now i like the idea that closer = less time for magic = less powerful magic. Yet, i';m not sure if that was just bad luck or a bug or how the game was suppose to be.

Also travelers... I know what they are suppose to be like, but i killed 2 fishmen and was close to the crater... do they just spawn in "visiting" ;the crater to see what's up? Cause sheesh their speed + apparently tanking magic... I thought i could take him and then i wanted to press charges against the man.

AS for the rest: I didn't know magic wepons scaled off int, that's something i haven't seen before that i remember and i really like. I did get some but not as my warlocks, i got them as a berserker who i was super lucky with and apparently every miner in the yelling mountain caves had magic pickaxes (they hurt so bad)

I also didn't know armor would only defend certain body parts, it didn't seem like that but i reread the tooltip as well. Should have paid a little more attention on my part. though a good deal of armor still seems to at least give 1 or 2 fire early game, so i feel like my point "slightly" stands, but i can see your point and i'm not pressing this one. 

I feel like the best way to balance necro might be either warning that zombies are weak, or giving an option for an ability early on. like instead of raise dead they get an option to get say, a small damage "curse" or the like that can be close to the warlocks fireball but less damage, possibly less range, but is more of a "utility" ability (I don't know what they have come level 2 cause it's been hard playing them, so you might have an ability like this), and then level 2 they MUST have raise dead. Only cause while i know you don't want the zombies to spiral out of control, i feel like a single farmer being able to take out 2 or 3 and then that farmer only becoming 1, which means you have to then hunt rabbits before another farmer comes along. Just ideas, trying to help here, not saying you have to do it this way. If the necro stays like this cause it's how you want it to be, i might not play it much but i would try to do it as a challenge or to eventually learn it.


as for that... I think i covered everything? still love the game, will love to post more as i play more often, find out new things, have ideas you might be interested in. More so cause i like how, despite your full work weeks, you not only take the time to read but people say but reply in such a kind manner as yourself. It's also nice hearing things like what i said was "good feeback" and not just a "complaint"~

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The range thing on abilities was just bad luck. There are no mechanics like that in the game.
As for the traveler, there will be some relevant changes in the v0.2.5 update.
I think I'll leave the necro for now (it might get changed later on), mostly because summoning zombies is unique in the game and only available to the necromancer, I don't want to push it into level 2, because then everyone can be a necro. :) I'm okay with some professions having a more difficult playthrough and some more comfortable, some players might pick a race + profession combination just for the challenge. I'll play around with him a bit more to see if some tweaking is required, maybe beef up zombies, or perhaps they are fine as they need a different playstyle than other characters. Also on level 2, I think necro gets acid spit, which is a stronger version of firebolt.

I'm happy you enjoy the game, and I'm looking forward to more of your feedback and ideas. :)