Stellar Tactics

Stellar Tactics

Drakken Apr 19, 2017 @ 2:45am
Intelligence too powerful?
With an high intelligence, not only you are leveling much fatser (the real reason why my pugilistic was lvl so fast, her highest stat was INT) but obviously you have an insane initiative not only you are the first to move but you seems to play twices when other are playing once / turn.
am i wrong?
And in the futur INT will give PSY abilities.
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Showing 1-11 of 11 comments
nottrusted Apr 19, 2017 @ 4:04am 
Hi there,
I don't think that its time to start nerfing stuff.

First step should be to optimise the way mobs act in combat, aswell looking at the stats and gear they are generated with, then its time to balance when anything else is flawless.

Also keep in mind that the area we are currently in, is meant to be the starting area. So mobs wont be that challenging and no one would stick here when the FTL gates are finaly open.
When that happens we'll get higher challenges in ascending Tiers, the farther we go from the center.

I have about double the amount of Int on one of my chars, cause I finished the prologue with level 10 , int30+ cause I didn't wanted to spend hours to see progress.
So it's up to the people if they sacrifice other stats in favor of Int to progress faster.

I, for myself, expect that I have to change my approach sooner or later, when the challenges get bigger, bugs and AI flaws are crushed, and that fast glass cannon style is no longer possible.

tl/dr
First crush bugs and flaws, then beef up the mobs to the desired level, then judge if something is too op , then start nerfing things.

regards
Arb
Josh Apr 20, 2017 @ 12:02am 
i agree with nottrusted......first time you got onehit killed by a npc, you will think twice.....glass canon is the right word for this .
Trentscousin Apr 21, 2017 @ 4:49pm 
I trust what nottrusted is saying...it seems so trustworthy.
eidolon232 Apr 22, 2017 @ 6:29am 
With Pugilism + Int 50 my main char is already at skill lvl 55 while none of the other team members have unlocked their first weapon ability...
QuantumArtist Apr 22, 2017 @ 11:43am 
I also think INT is too powerful. I don't think it's wise to put that much motive to stack one stat.
Stellar Tactics  [developer] Apr 22, 2017 @ 11:53am 
I'll be tweaking this in the future.
nottrusted Apr 22, 2017 @ 12:36pm 
Really curious how that plays out, cause atm playing 2h melee, shotgun or HW without high Int and its impact, is a no go. You will level way slower as when using a fast weapon.
nobrien Apr 22, 2017 @ 5:24pm 
maybe its just a matter of changeing the amount a single skill can lvl the char, IE only the first 5-6 advances of x skill count, you would still get the skill increase but youd have to switch to a diff skill to adv the actual lvl up.
Zakyre Apr 23, 2017 @ 5:25am 
Nah, let Stellar Tactics make the game he wants to make. He's doing a great job at it anyway, maybe he'll come up with an unexpectedly better solution?
nottrusted Apr 23, 2017 @ 5:33am 
Originally posted by nobrien:
maybe its just a matter of changeing the amount a single skill can lvl the char, IE only the first 5-6 advances of x skill count, you would still get the skill increase but youd have to switch to a diff skill to adv the actual lvl up.

Disagree!
Thats just a cheap solution to circumvent the "fact" that skill increase has to be adjusted, to a point where it doesn't matter if your weapon can land more successfull hits in the same time.

It just a matter of numbers, for example: Pistol/Smg have 25% higher fire rate compared to SG
So either boost SG skill gain a bit or lower pistol/Smg and so on with all weapon types.

How much impact Int has or should have is a different thing, in the end it is the same for all weapons/skills


Originally posted by QuantumArtist:
I also think INT is too powerful. I don't think it's wise to put that much motive to stack one stat.
Again with the differences in skill gain based on weapon type , you are litterally forced to spend more Int to come on par with fast weapons/Pug etc.

I still think, bring weapons to an equal level , remove the flaws in the enemy AI, scale their dmg/armor to a desired point, check the impact from attributes from gear at the player (doesn*t seem to work atm) and then start nerfing.

Arb
Stellar Tactics  [developer] Apr 23, 2017 @ 6:36am 
There is certainly an issue with the balance of skill gain based on weapon type right now. It will get fixed and I have some fairly robust tools in place for adjusting that. Weapon differentiation based on range and AP costs are considerations that will balance the flow of EXP so weapon progression is more balanced. And yes, gear will have an impact as well as bringing enemy AI to where it needs to be.

Enemy AI is really affecting the game in a way that is making encounters too easy and needs to be addressed right away - I'm on it. That becomes more pronounced the further you progress. I do want players to feel a power curve.

I'll be working on all of this incrementally over time with AI on my list first.
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Date Posted: Apr 19, 2017 @ 2:45am
Posts: 11