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Yeah good idea. Doing the scaling would permit people to use more diverse spells.
It's unfortunate when some skills included in an rpg gets so weak with time that the people end up not using them.
Thanks for the reply - and yes I agree with you. I can think of so many other rpgs or action rpgs that might have a huge variety of skills or spells that might sound cool or have nice animations, but that nobody ever uses or appreciates because of how little of an effect or use they have - or because they lack some sort of bonus scaling to keep them effective as the player levels up into late game. It's a shame too when this happens, because a lot of love and creativity went into the design and animation of lesser used ineffective skills or skills that do not add some scaling as the player levels, and the player never ends up appreciating it if they are only choosing from a small pool of other more effective choices.
Also as an additional point to the developers, so that they do not misunderstand what I am suggesting - I am not saying all the skills need to be perfectly exactly the same in effectiveness. It is fine if some are a little more effective than others - or some more effective in certain situations. It does not need to be perfectly standardized balance - that actually can be bad for another reason because it can actually make things boring when things are all the same in usage effect and are just reskins etc. No, my point instead is just to try to be sure that some skills are not so low in effectiveness that they end up being very rarely chosen or completely outshined by other choices - all skills should be impactful and have at least decent power. This is especially important in a game like Alaloth where we can only choose to have 4 skills in our builds.
Also, there were a bunch of posts about this topic before, but since the forums have slowed down a little lately, not as many recently. I just found 2 quick examples to quote here from prior posts - not sure if the Devs saw these back then or not, so just referencing them here in case below -
So as seen here, other people have also mentioned this issue about some of the less effective skills needing help and some needing additional bonus damage scaling as player levels or progresses. They should be taking something from the bonuses from gear to phys or mag dmg and crit also, or at least have some sort of % modifier that is either based on weapon base dmg or a % modifier that adds some extra additional damage that scales with player level overall that is added to the current base damage value of the skill/spell. They also definitely should be affected by any buffs/debuffs skills/spells/effects that describe the respective matching damage type.
This is critical issue because it is core feature of game. I hope dev team will not ignore this issue or the game will has no replayability at all. It can make game end up like other cash grab EA that you can play only once with DW daggers + vamp touch + earthquake build.
Thanks for the input Mario and for posting your feedback. Both the bow and magic skills suffer from this same limiting issue. Hopefully they will see these posts and suggestions and implement it into the game.
I do however want to give them huge complements and praise on the items and weapons and gear side of the game where they have done GREAT and we have a big variety of cool and powerful/unique things to find and use (I hope they continue to add more cool new ones with updates) which helps greatly in build diversity from that angle. I just hope they can also apply this same effectiveness/usefulness to the skills and spells side of the game to make sure all of the choices can be useful and worked into a variety of builds and playstyles.
This issue is key to keeping their game alive and to keep people playing. Otherwise, as you say in your example, a lot of people will come in initially and play through only once with that Dual wield vamp touch/earthquake build you mentioned, then get bored of the game and disappear.
Also, the fact that we haven't seen much replies from devs on this issue makes it hard to even tell how much of this issue might just be bugs/not implemented yet factor that they know is missing and it will be fixed soon versus intended game design (and even if it is intended I hope and think they should still consider these posts). Perfect example is that on the side of a possible "bug" I posted in another topic that the Bow skill "Power Shot" is not even boosted by the skill/spell that is supposed to increase all physical dmg by a certain %. That seems a clear bug since the icon on tooltip for the spell's description of what damage type it should boost it shows the exact same icon and dmg type as the description of the "Power Shot" skill's damage type, yet it is giving 0 boost to Power Shot when I cast the spell (and I think the wording on spell even goes so far to say something like "increases all physical damage" by x%).
I'm sure a lot of people in similiar situations will also end up wasting respec orbs if they end up choosing these skills and then see that they are bugged currently and not getting boosted as expected.
wait for it
Thank you for letting us know. This is good to hear that you are aware of this issue and are working on solutions. Thanks again for the continued updates and interactions with the community.
Yes, I like item variety and item hunting is quite fun in this game too. It gives me the sense of exploration like Oblivion/Skyrim or even Dark Souls. Having some gears for specific builds, gears that unlock some special ability or skills modifiers are also cool features to have IMO. I think it will give us some vibes from soul-like games (while combat is already soul-like anyway.)
Hi Dev Guy. Thanks for letting us know this. Please keep up you good work!