Torchlight II

Torchlight II

Far East Pack 1 (v.393)
Spxder_bxtch  [developer] Sep 10, 2013 @ 4:51pm
Balance
We are at the point where the majority of the bugs are worked out, and someone who is better than I is working on spawnclasses.

I am still working diligently on Pack 2, but I still want to work with balance here. With that, we are at the point where I wish to start getting the numbers a bit better balanced with the vanilla classes.

Do not expect perfect alignment, because these are meant to be epic classes. I do want to target the skills that are one shotting bosses in vet and elite.

Remember balance trickles down though. To nerf one skill means the one below it needs to be brought in proper line to.

So, please start leaving messages here on what you feel needs a bit of balancing.
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Showing 1-15 of 26 comments
Scavenger Sep 13, 2013 @ 9:24am 
Well I didn't experiment in detail but to me I feel that GM's Heaven's Grasp might be a tad bit too overpowered, even despite it being a final skill for floating fist stance. Earlier I got a Legendary Fist, and decided to try out some of the legendary fist style skills. Heaven's Grasp still beats them down, at least at my current level (21). One suggestion on balancing might be to decrease the skill damage at early levels first. Instead o starting with a 140% (i think), decrease it to like 90-100% with a gain of like 5-10% every level. Doing that, at least the skill would be slightly less powerful at low levels. With a 5% gain per level and a 100% start value, the skill would max out to like 175% which is probably strong enough. OR further decrease the cooldown of the skill to ~5 seconds (it is now 3 is it?) Just some suggestions. I love the Grandmaster but having Heaven's Grasp literally makes the other skills pointless, in my opinion.
Spxder_bxtch  [developer] Sep 13, 2013 @ 9:39am 
Are you playing with Synergies? That realy changes the face of things because that skill should not unlock till level 35. So, you are using the skill against creatures that are 10-15 levels lower than what is intended. That's not to say I am not going to tone it down, because I agree the skill is a beast, but I do feel that should be taken into consideration also.
Last edited by Spxder_bxtch; Sep 13, 2013 @ 9:40am
Scavenger Sep 14, 2013 @ 3:41am 
Ah...ya I am playing with Synergies. Well, that makes sense. So basically playing with Synergies makes it even more broken lol. Well will see how it goes at higher levels. Still, I guess reducing the damage % by a slight 10-20% would be acceptable I guess? Gotta get it to higher level to know.
Spxder_bxtch  [developer] Sep 14, 2013 @ 4:36am 
In the build I will publish today Heaven's Grasp has been reduced to100% with a progression of 5% perlevel. So, I chose to tone it down a bit any way.
Count Blacula Sep 14, 2013 @ 8:25am 
Hi! I first want to thank you all for working on this project--it's really added another layer of fun to an already wonderfully fun game to play. The aesthetics are great and the work you have put into it is quite evident. I've been fooling around with a lot of classes, but I'm particularly partial to the Kansei. Love it to death.

But, playing on Vet, I'm noticing he's incredibly powerful. To me, the main problem is the charge bar, which I can charge up sometimes with a mere 3-4 strikes, which then makes almost every other strike a critical hit. The crit damage is very high, and marrying that with the passive skill that heals me whenever I land a crit means that I've become practically indestructible and I'm only a Lvl 13. Bosses, elites, mobs, they all fall with relative ease.

A quick note, I am playing with the Synergies mod as well. Reading the comment above, it seems that could be a part of the problem. But I've just found the charge bar charges way too quickly (I have no item that increases this, or delays the decay of it, equipped) and in general he seems quite powerful. Hope this helps!
Last edited by Count Blacula; Sep 14, 2013 @ 8:26am
Spxder_bxtch  [developer] Sep 14, 2013 @ 9:23am 
Thanks for the compliments count. I reduced the charge rate of the bar not long ago, and now I am going through skills and reducing the amount of charge they offer per hit. For example the base skill was offering 100% charge, and 3 hits of it would fill the bar. That will be reduced in the next build. It should take 19 basic hits to hit max charge, not including skills. If this now what you are seeing, be sure to let me know.
Scavenger Sep 15, 2013 @ 1:34am 
Oh and one more thing. Not exactly a balance issue but the GM's charge bar seems to have a small bug. When it's fully charged and then discharge, there's a delay when the actual effect duration is up and the charge bar's meter. When the charge effect ended, the bar still remains full for like 1-2 seconds.
Namid Sep 28, 2013 @ 10:17am 
I just want to piggyback on Count Blacula's comment;
I'm playing Normal, Vanilla (Extended mod) and I'm level 7 ... sometimes the charge bar charges instantly after killing an elite unit and especially if I get it charged before one? Yeah, I've killed some in three hits easy. Not to mention the +Elemental Damage abilities seem a bit exsessive. +300 fire damage per hit by level 3? Unless it's glitched (because using it on enemies do nothing, but then my basic attacks are insanely powerful) ... however if they're meant to be power houses on Normal, then there's no issue (since I still need to step back from time to time to heal).
Spxder_bxtch  [developer] Sep 28, 2013 @ 11:05am 
They are geared more towards vet and elite. I have found that no matter what I play normal is a cake walk. :/

The damage from elemental skills adds directly to the weapon by the way.
Gahdoh Sep 28, 2013 @ 2:58pm 
I'm loving the new art and the direction you are going. So kudos there.

Few things about the Ronin, the charge bar full heal +50% dmg reduction and +50% dodge is almost playing with god mode on when you have fast weapons. Factor in unlimited mana from the mana on hit ability and it's pretty unstoppable (ie. no challenge) Also, the scaling on the Kensei passives are a bit nuts as well, especially the scaling +5 stregnth node.

The ninja starter skill on the flipside feels VERY weak. It's tough getting through the starter zone on synergies(elite) with this class. Needs some attention.

Look forward to more updates!
Last edited by Gahdoh; Sep 28, 2013 @ 2:58pm
Spxder_bxtch  [developer] Sep 28, 2013 @ 4:21pm 
Thanks, I will take a look at the Ronin charge bar yet again. It is actually set at a lower recharge rate than any of the vanilla classes.

As for the Kensei/GM/Ronin stat skills, we considered changing them. Then my box filled up on multiple web pages with very unhappy long term players. So, instead we set them to be a slower purchase by creating a new skill graph for them. You can only purchase the skill every 6 levels currently, and it is something we are willing to increase further.
Gahdoh Sep 28, 2013 @ 4:28pm 
I'm not sure reducing the charge rate is the answer. A full heal just feels way too powerful. If it instead was a heal over time, say 5 seconds, for 25-35% of your maximum HP, it might be better. Just an idea.
Spxder_bxtch  [developer] Sep 28, 2013 @ 4:42pm 
That is something I will take into consideration. Part of the reason I gave it the full heal is because it also has a massive aggro spike built in. ;) When it fills every monster on the screen should be headed your way.
Shionne Gitzune Sep 29, 2013 @ 7:55am 
the charge bar bonuses are way to powerful you need to lower the chargerate or the bonuses cause
kensei 50% Crit 50% Attackspeed
ronin 50% DMGReduction 50% Dodge
for hitting 10 times or a group of mobs once is really powerful
Kensei as example 4-5 little mobs 2 hits into the GRP full Boni and you crush em even without the buffs and the skill "I must live" of the Kensei scales to hard in my opinion because about 5% of your health per enemy hit is crazy (on LVL 1 skill)
Spxder_bxtch  [developer] Sep 29, 2013 @ 8:29am 
The Kensei bonuses for his charge bar are on par with the Berserker, and the Kensei lacks the benefit of a charge bonus skill. However I did increase the time on the Kensei charge rate last night, and revisiting them today.

I Must Live should be a lvl 28 skill, if it is unlocked lower it is because of another mod, or it is a bug. The skill should only be lasting 6 seconds also. If it is lasting longer with 1 point, that is also a bug.

However, I am increasing the CD, and decreasing the duration of the buff.

Take into consideration these classes are best balanced for Vet and Elite.
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