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Feedback on game balance  (Read 10377 times)

Online Zack

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Re: Feedback on game balance
Reply #3 June 07, 2016, 08:45:53 PM
Awesome feedback from both of you - thank you very much! I will do a balance pass on traits and spells in a week or two, so if you or anyone else wants to add more to this topic, feel free!
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Offline Psylisa

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Re: Feedback on game balance
Reply #2 June 07, 2016, 08:34:28 PM
Make HP-Cost gems either kill the user as they used to (in this case, make it so that enemies can't have them or won't use them if it'll kill them) or rebalance them so that you actually need to have the HP in order to cast them.
Agree. It's silly that you pay a price to cast a spell, but if you are low enough life, you don't pay anything.

Change the Snowstorm and Judgment spells so that they do something completely different.
The spells should have the caster pay another penalty, like "causes stun to the caster"  and "sends caster to the bottom of the action queue" (after the cast, ofc) to prevent multiple/repeated casts.

A War Forged nerf would make me cry, and still wouldn't solve anything, but this trait may be too strong at the moment.
It's only strong because of the immense artifact properties you can gain.
Potential rework: All your creatures have Ward, Protect, Mend, Splash, Berserk for 3 turns. When these buffs expire, your creatures are afflicted with a random debuff for each buff that expired.
Removes the Shell/Invis - which you can still get via artifacts, but it's now more expensive to outfit your team (12 artifact slots as opposed to 2). The flavor of the trait is kept, and for longer battles, it may hurt you. It also leads into combos like Lepers enjoy.

Do something about Secret Ingredient and/or Chastity. Both traits are way too strong, and when combined make it almost impossible to kill a creature.
Enemy AI isn't smart enough to take on Secret Ingredient creatures. It'll take 5 solid hits to kill one. Without Multistrike/Multicast, that will usually never occur in a single round.

Remove the "Cast on additional target" trait from the Haste and Rabid Dementia spell gems.
Agree.

Take a look at some of the other main offenders, like Midnight Feast.
I think Midnight Feast is fine. I don't, however, think it's fine for how early you obtain it. Getting it on a creature directly out of the gate is essentially why people use it. It's nearly a must-have for early game, but as fights drag on mid/late game, it loses value. If this were on a top-tier Carnage that you had to breed after playing for a long while, nobody would say anything about this talent. Same goes for the starting tier Cerberus talent. The creature is just too early for players NOT to use such a massive trait (even at 5%).

Offline Umaro

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Feedback on game balance
Reply #1 June 07, 2016, 08:16:35 PM
I have what could be considered an infinite depth team, and I want to give some feedback about things that I believe shouldn't work the way they currently do.

First of all, it's incredibly easy to survive until your turn comes around even if 6 enemies that outlevel you by thousands of levels outspeed you.

How? You just need to have the Stifle trait and have the whole party start the battle with Invisible (artifact enchantment, Pariah or War Forged), Shell (artifact enchanment or War Forged) and optionally Protect (artifact enchantment or War Forged) + Fih Rune. The enemy will usually cast a buff or debuff, maybe an AoE spell if they're lucky. If you have Protect + Fih Rune (only possible with War Forged), or In Flames + Poison Inoculation you don't care about Volcano or Poison spells. Then your Stifle trait activates and silences them. The only things than can kill you are Pit Worm Tunnelers (only if the enemy cast a damaging AoE spell or if there is more than one worm) and Delusion Occultists if they get lucky with spell gems.

Second, once you get a turn and no Pit Worm Tunnelers are in the field, you've won the battle.

Why? Because of several things. The main offender, I think, is the spell Snowstorm. You can give that to your slowest monster, and get infinite turns that way. It doesn't help that Chaos Mages can have Nature creatures use the Haste spell as well. The spell Judgment, when multicasted, does the same thing.

But won't you run out of mana eventually? No. Ever since the patch that made HP cost gems essentially free-to-cast spells, the Mana stat no longer means anything. You can stay all day casting buffs and Hasting your Snowstorm user until your stats are enough to oneshot the enemy party, no matter their level or Gene Strength.

What happens if anything goes wrong? You can always have a creature (normally a Nether) with Secret Ingredient + Chastity. He'll just buff himself until he wins, because he is virtually unkillable.

There are many other ways to break the game, but these are the ones I've found. Another trait that should be looked at is Midnight Feast.

My suggestions:

  • Make HP-Cost gems either kill the user as they used to (in this case, make it so that enemies can't have them or won't use them if it'll kill them) or rebalance them so that you actually need to have the HP in order to cast them.
  • Change the Snowstorm and Judgment spells so that they do something completely different.
  • A War Forged nerf would make me cry, and still wouldn't solve anything, but this trait may be too strong at the moment.
  • Do something about Secret Ingredient and/or Chastity. Both traits are way too strong, and when combined make it almost impossible to kill a creature.
  • Remove the "Cast on additional target" trait from the Haste and Rabid Dementia spell gems.
  • Take a look at some of the other main offenders, like Midnight Feast and Channeling. I know Channeling was already nerfed, but it's still stupidly powerful.  It shouldn't stack, even if it goes back to 15%.

Other people can contribute by sharing other game-breaking combos. I know this isn't a PVP game, but something that allows you to always win or to have infinite turns shouldn't be allowed.
« Last Edit: June 07, 2016, 08:30:32 PM by Umaro »