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adventurer, lightning bolt, colorless glyph, curious whisper, final spark.
stats capped at 50 atm.
If you need me to click items on the map in an idle game, and the character constantly bounces between 1 or 2 positions due to enemy spawns, you'll create frustration.
If skills are activated so quickly that they're the only reason your mana gets sucked dry, you create frustration.
If you put a cooldown on these sort of skills, you take away a fun mechanic and create frustration.
If you don't give more information on what the unlocks are for without clicking them, you create frustration.
If you use items for two distinct purposes, creating new items and getting ascendency points, you create some frustration. Not a lot, but enough for people to go "But why..."
The demo was essentially just a blank character and a more defined spellcaster. That's not really enough to go on and give you proper feedback. The caster works better than the melee character. And I foresee every melee class struggling with this gametype due to ranged enemies mobbing up. Which will make people frustrated.
There's more feedback to give, but the demo doesn't really give much to go on.
Hope it helps.
Make it so you can grind your way up normally. But once you kill 50K of the enemies on level 41-50, you also fill in the slots from 1-40. Automatically.
First of is the introduction of diminishing returns.
As far i can see, every Multiplier only goes up. I mean... yea.... big numbers are fun, but...
Dancing Dagger sits at 0.91s Cooldown with 50 DEX coming from 2.2s base cooldown.
I don't know how high you can stack Stats, but if i stack DEX to 100 i would have 0s Cooldown (Beastiary not even included).
At that point it wouldn't be Dancing Dagger anymore, it would become Omega Beams.
I don't know how you could balance this. 0s CD means infinite casts and infinite MP/s Cost.
Same goes for Crit and other effects where 100 is the hard limit.
There is a 35 INT Cap on Colorless Glyph (-0,7s tick-rate), if you have diminishing returns you don't have to Cap the Skills themself. You could balance the cooldowns, tick-rates and crit-rates more or less like you handle the DMG multiplier
The bleed Effect is another "problem". It sounds like a logical addition to a sword and magic game. But since the player char run towards the the enemy, i want to kill the enemy as fast as possible and not over time. Bleed would be a viable effect if my character could kite enemies. So instead of "Bleed" something like a "Double Hit". "Stun", "+MP on hit" or something more creative would make more sense.
As an Adventurer:
- Dancing Dagger:
is a fun skill to use and seems to be tuned OK (maybe a bit to hight DPS and MP/s if you adjust the other Skills)
- Great Divider:
instead of 0.1s duration per AGI you could think about %-chance for extra blade per x AGI.
It would be a great alternative to Dancing Dagger and could improve the the DMG per MP where it is laking compared to Dancing Dagger.
- Colorless Glyph:
could use Area per WIS instead of Durarion per WIS. This way you could get more DMG out of it as a Melee-Class without "investing" (wasting) Points in INT.
Or switch the "Summon Critical Damage" of the WIS Stat with the "+2 Attack Size" of the INT Stat.
Cooldown and Mana consumption are ok, but like i said, DMG is lacking (as Melee).
- Glint of Steel:
is difficult to use. The moment you get swarmed by enemies like in Area 3 Stage 45-46 or Area 4 Stage 10/20 you are defenceless. I could see a pure Tank build for pushing lategame, but in the beginning it is basicly useless. The DMG is Way to low and the MP cost is (for the low DMG) WAY to high.
GoS Level 14: 6500 DPS 18.5 MP/s (no Overkill Damage) in Area 3 Stage 44
Paired With
Colorless Glyph: 12500 DPS 7.5 MP/s
Str/Dex 50 with WIS/INT 25
Both aren't great DPS numbers but at least CG has sensible MP Cost compared to Dancing Dagger or Great Divider.
After Stage 44 you get swarmed to death by Rats.
- Ghost Blade and Final Spark:
i will put them together because they have the same exact problem.
If the mob density is to low, they will do next to no DPS.
If the mob densitiy is to high, they are not sustainable MP/s wise, but do a Truckload DPS
You need a Skill as a "Killer" (e.g. Dancing Dagger) to Proc both Skills, but the second they proc in a high density Stage the MP/s goes through the roof (from 35-40 MP/s to over 100 MP/s at times)
It doesn't matter how much points you invest in WIS (while you are progressing Area 3 and 4) you simply can't sustain ether one of those Skills.
I thought about it and i have only one solution and maybe one bandaid for it.
The solution would be a internal cooldown (not affected by DEX) of at least 0.1-0.2 sec (if that is enough).
The Bandaid would be to lower the MP/s. That in turn would throw off the DPS per MP.
- Courious Wisp:
When you are Stationary, everything is fine.
The Problem appears when your drop them and you run to the next enemy and the enemies run to you and not to the Wisps. So the Wisps just sit there and (maybe) hit a stray enemy or one that follows you from farther away.
It just doesnt feel right
So i think the Wisps have to revolve around you.
Or, they get a decoy function so we can counter the "swarming" i mentioned earlier.
Lightning Bolt:
so far i see no use.
The cooldown is even with 50-55 DEX way to high and the AoE is not noticeable.
There are multiple balancing avenues with this one.
Increase the base amount of bolts to 2 or even 3.
Lower ther cooldown drasticly.
Increase the AOE-Area it hits.
Introduce a %-chance to stun per STR instead of %-Crit per Str.
Or a combination of some.
I'm now stuck at A4 S20, so i will grind the next few hours the beastiary, t1 and t2 mats for my next Ascention.
See ya later
Cooldown Reduction is capped at 70% (it's stated in the Stats Overview panel that anything over that is ignored), so you'll never get 0s cooldown.
Dancing Daggers was my go-to for early stages of the game though. The homing, guaranteed damage anywhere on the screen is why. Especially nice when you get more bounces.
Ultimately, in games like these Min-Max is the name of the game. You want the most kills in the least amount of time. For anything other than the highest dmg skill to be relevant there will either need to be a lot of tuning so that they all perform relatively equal on their related build/class type or give them fun/powerful combo synergies.
For example, having a skill that adds bleed/poison/debuff chance to all Physical-Type Passive skills. Uses 1 Passive Slot and a fixed drain rate to be active. This could lend more relevance to things like Great Divider.
Good to know, i haven't checked every questionmark in the game, YET.
But, that is exactly why i say that diminishing returns are necessary.
Why artificially cap something at value x instead of gradually lower the reward you get out of one statpoint.
If you have 70 points of DEX for example (beastiary not included), you lose 1/4 of its value.
It still brings + to projectiles, dot-tick-rate and buffs to skills. But Cooldown is such a powerful stat in itself that just gets chopped off of DEX, so that DEX could just become worthless in some specs instead of a statdump in the lategame.
Maybe there you are trying to get the last 0.01% Cooldown out of it.
BTW, what is the max Statpoint cap?
Would be easier to theorycraft if i knew.
And easier to make suggestions.
That's still giving something a cap, just in a different way. Personally, I prefer it this way for this game. It's an idle game that - according to the dev - is meant to be completed in 1-2 weeks. Having to try and push for a tiny little bonus increase is just... not fun for something like that.
Otherwise, I just fire and forget, so I don't know what my skills are doing. Guess I should turn on the DPS meter...
Edit: Having checked, Curious Wisp and Glint of Steel appear nearly useless. Dance of Daggers is so far my primary damage dealer among the other skills. Only Ascended once so far.
Edit2: If you're running out of mana, you need to either invest more into Wisdom, level up casting gear, or reduce the level of your spells that are consuming the most mana to match you mana regen rate.
The STR scaling for crit chance makes the storm spells extremely powerful, but not necessarily bad since you eventually get off STR and rely on base damage and bringing up crit chance for all skills.
When it comes to damage per point, crits and DoT potency seem pretty comparable, but raising WIS and spell levels gets you comparatively little for the effort it takes to tweak levels until the mana consumption is just right.
The trinkets are also kinda borked. The bleed trinket is waaaay more interesting than half hp and projectile defense, and the poison really doesn't work on anyone except slime.
1 of the 2 skills I never use.
Feels meh. If the wisps rotated around you while you move I would maybe use this.
Cooldown feel a bit too high.
Stat bonuses are cool. 1+ projectile per 15 INT, +0.05s per 1 WIS.
[Colorless Glyph]
My favorite skill. I like skills that do damage around you in a circle. They just have that something.
I think this is maybe the best balanced skill in the game currently, at least for my taste.
Stat bonuses are good. -0.02s damage interval per 1 INT down to -0.7s, +0.05s per 1 WIS.
[Great Divider]
The other skill I never use.
I don't like behavior of this skill. The effectiveness of this skill is totally up to where it gets aimed at (RNG).
I think this is the worst skill in the game right now.
I dislike the stat bonuses. 1% Bleed chance per 1 STR is too low and doesn't feel impactful. Also the second bonus +0.1s per 1 AGI feels meh.
suggestion: Raise the base duration of the skill by 1 or 2 seconds, change the AGI bonus to something else, more projectiles per 10 AGI for example. Raise the bleed chance per 1 STR.
[Dancing Dagger]
Another great skill. Great for speed clearing low difficulty areas.
I think this skills is also in a pretty good spot balance wise. If it was more powerful it could be too good.
Stat bonuses. 1% bleed chance per 1 STR feels too low just like with Great Divider. +1 bounce per 10 AGI is good and I like it a lot.
[Final Spark]
In my opinion the most powerful skill in the game.
The best damage per mana cost ratio in the game. I think the damage is too high, or maybe the damage of every other skill is too low?
Stat bonuses are good. +0.8% chance per 1 INT let's you balance out how often this skill is triggered. 1% bonus crit chance per 1 STR is pretty strong but I don't feel like it's too strong. It is fun to fine tune your build around getting this skill to 100% crit chance.
[Glint of Steel]
Solid skill.
I used this early game but once I unlocked Colorless Glyph this started to feel like a worse option.
Stat bonuses. Same problem with the bleed chance as with the other skills. +1 amount per 10 DEX is good.
[Lightning Bolt]
Pretty good skill.
I would like for the cooldown to be a bit lower but it is decent as it is now.
Stat bonuses are good. +1 Bolt per 10 INT, +1% bonus crit chance per 1 STR.
[Ghost Blade]
Very powerful skill.
Gets overshadowed by Final Spark. Feels a lot more balanced in comparison.
Stat bonuses are good. 1.5% chance per 1 DEX let's you control the trigger rate. +1 Amount per 15 STR is a fun way to scale the skill.
We are limited to 4 skills and the ones I've listed in "do not use" simply cannot contend with Final Spark / Dancing Dagger / Ghost Blade and either Colorless Glyph of Glint of Steel.
Hopefully a rebalance will imply buffing the lacklusting skills instead of nerfing the good ones.
(as for the pets, Hedgehog + Amulet of Agression and Slime with default trinket are the best, Owl itself is the worst.)