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The difficulty is jumpy, rather than slow steady rise.
this quickly goes from basic tactics game to press a couple buttons and everything explodes turn 1, my suggestions in the survery was to scale down on numbers all across the board and emphasize tactical play instead, i should not be able to easily be doing hundreds of dmg per melee hit by end-game with a set up that allows like 20 melee hits turn 1 + a dozen psyker actions(and consequentially, enemy stats and ours should both go WAYYYYY down)
and with that said, the lack of balance between archetypes and origins is insane, choosing psyker is basically choosing easy mode, nothing else compares(which makes some sense but as a videogame it makes all other origins feel VERY lackluster) while the difference of power between archetype talents is just silly, warrior talents are a joke for the most part and the archetype is hardly carried by its insanely busted heroic action(also why is shearing strike+rigorous training still bugged)
Yeah, I have a feeling the next DLC might just shake things up even more in the wrong direction before they even consider balancing it. The problem is exactly what you said—too many broken builds. Unless they do a major overhaul of how difficulty scales across the whole game, it’s going to keep feeling uneven. I’ll keep my expectations low, but maybe we’ll get lucky.
That pretty much sums up the issue. Once your builds hit their stride, the challenge just evaporates. It’s not even about skill at that point—just numbers running out of control. Unfair should actually be unfair, not a cakewalk past mid-game. I really hope they address this in the next balance pass, but I’m not holding my breath.
Exactly. At some point, it stops being fun when nothing can put up a fight. I’d rather have a well-balanced challenge than just steamrolling everything without thinking. Hopefully, they realize how bad the scaling is and do something about it.
This is exactly the issue. It’s not a smooth progression—it’s just random spikes. One moment, you’re wiping out enemies without a second thought, and the next, you’re blindsided by some ridiculous difficulty jump. It’s like they didn’t fine-tune the scaling at all, which just makes the whole experience feel messy.
Yeah, the DLC power creep has just made things even more lopsided. When a single character can solo Unfair, you know something’s off. Adding something like Honor Mode from BG3 could help, maybe giving enemies special mechanics or resistances to counter the most broken builds. Otherwise, it’s just going to keep feeling like Story Mode with extra steps.
Nailed it. The game doesn’t really challenge you tactically because the numbers just spiral out of control way too fast. The difficulty settings only make fights more tedious rather than actually engaging. Instead of smarter enemies or better encounter design, they just bloat stats, which doesn’t fix the core problem.
I completely agree that numbers need to be toned down across the board—both for players and enemies—to make actual strategy matter. Right now, it’s just a race to see who can break the game faster. And yeah, psykers being the ultimate easy mode makes every other origin feel like a downgrade. They really need to overhaul archetype balance if they want all playstyles to be viable.
The issue is the skill system (and items too) that are so vast and specified that they allow for combinations that are extremely overpowered, not just a few, but a bunch. Its impossible to balance the combat encounters against that vast spectrum of possibilities.
Don't really get why Owlcat insist on such overcomplex skill systems, instead of making one that still allows for different builds and styles but make the options limited enough they can actually balance the game against it and have combat that is somewhat consistent with the chosen difficulty level.
Instead it can still be hard on lower difficulties with gimp builds and laughably easy on highest difficulty with good builds so everything dies in the first turn and most characters are not even needed to participate.
Its just not good design. An engaging system would be one where your choices in combat matter more than just science the ♥♥♥♥ out of the skill system and have a boring cheese party for like 2 thirds of the game.