Feedback

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Feedback

Postby bosko » Sun Aug 24, 2014 10:38 pm

Its early in development and I'm not sure where to read whats planned for future updates so I'm gonna make this short. I'm playing on classic, around level 16. Barb, Pally, Gaulen front. Thief, Priest, Fighter in back.

Cost of curing curses is too high considering how often they get reapplied. I just walk around with them most of the time.

AOE stun-lock is not fun to play against when there is no counter for it. The first time you encounter 2x Moas, the ice archer in Arena, the Adult ice ogre's (can't remember name) etc.

Itemization is pretty ho-hum. Most items I find are worse then what I bought at the vendor. If I kill a boss or major enemy there should be something good in their chest. The one exception being an Unalumn Shield with 45 armor I found in a tomb at level 12 or so. Which sounds OP considering it nearly doubled my paladins armor rating, but really it just made me realize how little armor is doing.

Barbarian needs skills, he barely deals the damage my fighter/pally are doing with power strikes when he crit's. Skills that have a number of uses per combat or cost health would make him more fun to use.
Thief needs love too. Why are the enemy thieves have more abilities then mine? I want a AOE bleed and a steal too.

Some skills scale poorly with their PP costs while upgrading. The Thief's Aimed-Strike and the Pally's Aura's are already hard for me to justify putting skill points in w/o them costing additional PP per level. Adversely skills like Divine Prayer (the free self-heal + PP generator) and Light Ray are no brainers to max ASAP.

I really like the game as a whole, especially the graphics and animations coming from Might and Magic X. It seems huge, and very ambitious in scale I'm just afraid character progression and itemization will be too simple to keep me interested till the 100th hour. Looking forward to future updates.
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Re: Feedback

Postby Kordanor » Wed Aug 27, 2014 7:56 am

Hey bosko,

there are quite a couple of threads on steam with similar topics.
I'll quite what they wrote about stuns:
Taking on foes which are vastly more powerful than the party does tend to result in a stun-fiesta, but one could argue it is simply an alternative way of watching your party crumble :P

For perspective; better equipment will protect against Stun, better Mental Resistance will protect against Sleep. Spore items will clear Stun effects, while a certain Bard song will clear Sleep effects (which are kind of rare, IIRC).


The itemization and lack of good items you can find was also mentioned a couple of times on the forums. But I don't think there is a dev statement yet.

About the Barbarian and Thief: They will probably get some love in the next patches. Can't find the quite now, but they definitely said something like that. ^^

About the skaling and some skills: Actually they all scale the same way: Within 5 levels all spells cost double as much, but are 3 times as effective.
Imho that some skills are very bad / totally overpowered to begin with.
Not sure about aimed strike but I guess I'd rather pour points into my weapon skills - this increase is also huge and doesn't cost any mana.
Divine Prayer is already totally Overpowered to begin with and imho should be limited/removed as it also encourages to stay in fight longer than necessary to heal up the group which encourages bad gameplay.
But I don't think there was any official statement about this yet.
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Re: Feedback

Postby Anubis » Wed Aug 27, 2014 12:10 pm

Itemization is pretty ho-hum. Most items I find are worse then what I bought at the vendor.

That's simply because the merchant offers a large selection (and thus better odds), as opposed to scattered, individual pieces loot :) We understand that some players prefer streamlined loot progression (as is custom of modern RPGs), we also wish to offer an experience that could be compared to the more enjoyable/polished roguelikes out there (so, frequent but not predictable loot progression).

There are so many ways to improve this, each of them with pros and cons. At this point, even something like hand-placed loot might be a little ambitious, although nothing is ruled out just yet. There may be a rebalance pass on a few enchantments, since those are a core factor of perceived loot value and many of them could use a little bump.

Another thing we can do is modify chest contents... 'Bejeweled Chests' will always contain only gold, but we have received feedback that even though gold is precious, it can make for a rather monotonous reward over the course of the game (especially after going through the trouble of defeating an optional mini-boss or discovering a secret castle passage and burning a bunch of lockpicks... w00t, time to use the gold to buy new lockpicks :D)
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Re: Feedback

Postby ValadursErbe » Wed Aug 27, 2014 8:02 pm

The problem with loot is the lack of enchantments. If I open a well-hidden chest (after a boss or something like that) I will most probably get an item with a very high item level. But it is always white and therefore of limited use if it is not a weapon. I would suggest to make certain chests always drop enchanted loot.

Concerning the enchantments, there could be more variety. I always look for + all resists, 5% more experience, and +x to all stats. The other enchantments are usually not worth the effort. Would it be possible to do multiple enchantments on items? Or introduce a few more interesting enchantments?
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