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Spell and talent balancing for DA2


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7 réponses à ce sujet

#1
Malanek

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I think DA has the basis for a very good combat system. At the same time I think there is a huge scope for improvement and it would be good to get some discussion going about the individual abilities.
Spells
I consider the following spells well balanced.
Flameblast, rock armour, stone fist, winters grasp, heal, regeneration, glyph of paralysis, glyph of repulsion, mind blast, weakness, paralyze, miasma, mass paralysis, horror, waking nightmare, drain life, cures of mortality

All the hexes are well balanced but I would not have death hex at the top tier. For one mage, combat heavy parties, the investment is not worth the payoff.

Flaming weapons, Frost weapons, Telekinetic weapons are all good except I think they should effect bolts and arrows

All lightning spells. I was never able to figure out if the lightning damage really did drain enemies mana. If it does perhaps they have too much mana. Could just be me. Chain lightning does not seem good enough although it is lethal on the party. I'm not sure why this is, can't get rid of the casting time because being able to disrupt that is an important mechanic.

-Forcefield - good idea but very abusable. Should drop the threat level of the caged character to zero.
-Cone of Cold - very "cool" but slightly too good. Maybe add a second or two to recharge time. Was improved since upper tier creatures couldn't be shattered.
-Fireball - Slightly too good, add a second or two to recharge time.
-Petrify - seems too weak compared to cone of cold, drop recharge time dramatically
-Rejuvenation and mass rejuvenation - increase amounts returned. May have to up casting cost if you are worried about a single mage permanently sustaining themself.
-Spellbloom, Death syphon - again, increase amounts of mana returned
-Death magic - cool effect but increase amount of life returned.
-Wisp - pointless, better to just add points into magic rather than willpower. I suggest dropping the fatigue component.
-Stinging swarm - increase damage, it is vastly inferior to crushing prison
-Disorientate - too weak, perhaps also apply movement penalty like weakness or stun them for the first couple of seconds
-Sleep, maybe slightly too strong, reduce the AOE slightly or make more creatures immune
-mana clash - quite a bit too powerful, either reduce damage a lot or reduce damage a bit and remove AOE effect.
-Crushing prison - slightly overpowered, much better than the other damage over time spells. Increase the damage of the other Dot spells, reduce this one but keep immobilisation. Or add casting time.
Not sure about anti-magic spells never used them much
Not sure about the durational AOE spells, haven't used them enough as I don't like the casting times. I don't believe you should be able to cast them in areas you don't have line of sight though.

-Shapeshifter - all forms are a bit underpowered, need to boost somehow, good ideas.
-Blood mage - good ideas but blood wound is a little overpowered. I think blood sacrifice should always restore the caster to full health or maybe even temporarily higher.
-Spirit healer is well balanced, although I do think group heal probably shouldn't be the first level.
-Arcane warrior - interesting but the inherent ability to use armour and weapons based on magic seems over powered. Should be passive abilities when picking some of the talents.

There are quite a few spells I'm not familiar enough to comment on.

Finally, I think Lyrium potions are a little bit too common. A lot of the tradeoff between willpower, magic and fatigue is lost because of this. I do understand that players want to be able to cast their spells, but you could make them a little bit rarer and more expensive.

Talents
I consider the following talents interesting and well balanced
Dirty fighting, combat movement, coup de grace, feign death, Lethality, evasion, all traps, locks and stealth trees, all warrior specific talents
-All dual weapon talents are good except dual weapon sweep deals a bit much bonus damage. Descriptions should also say what the talents actually do. There is no reason for the hidden benefits being hidden. I also think momentum and dual striking should be a combination but am told it actually decrease your chance of hitting?
-All Weapon and shield talents seem pretty good, maybe improve bonuses from shield cover
-All Two-handed talents are good, but again descriptions are terrible. The talents are good for everything not told in the descriptions.
-Archery in general needs a lift particularly in early levels. Arrows should work with poison and buff spells. Pinning shot, crippling shot and shattering shot should all have their delays removed and be much harder to resist. Aim shouldn't slow attack speed. Rapid shot needs to stack with rapid items.

-Ranger - Close bugs allowing summoned animals to be given abilities they are not intended through combat tactics
-Bard - all pretty well balanced
-Assassin - all pretty well balanced
-Duellist - clean up combinations with bows, I'm not sure how these interact

-Beserker - Beserk is good but after that the rest of the talents are too weak. They should be empowered even if the weaknesses of the base ability increase
-Champion - seems well balanced
-Reaver - seems a bit weak - aura of pain, blood frenzy and devour should all be improved
-Templar - seems well balanced
 

Modifié par Malanek999, 20 juillet 2010 - 11:00 .


#2
soteria

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All lightning spells. I was never able to figure out if the lightning damage really did drain enemies mana. If it does perhaps they have too much mana. Could just be me. Chain lightning does not seem good enough although it is lethal on the party. I'm not sure why this is, can't get rid of the casting time because being able to disrupt that is an important mechanic.


They probably do drain stamina, but enemies have a LOT of stamina/mana, and they don't use or need a lot. A hurlock alpha is dangerous (or not) whether or not he's using specials. The player, on the other hand, relies on specials to gain the upper hand. That's why symmetrical design (player and enemy work the same way) is bad, imo.

I agree with almost everything you said about the spells, except that I wouldn't want to see more enemies be immune to sleep. Smaller radius would be fair. I don't have anything to say about the talents, really.

#3
andar91

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I agree with what you said about Disorient-it was practically useless in my opinion. The other spells in the chain were sublime though. I also think that Force Field should maybe reduce the threat, but not drop it down to zero. If it's zero it really removes the usefulness of the spell.



You have some interesting suggestions, although I have to admit I thought the majority of the spells were balanced quite well as they were.



One spell I just don't get is Earthquake-it seems like it never works so I don't cast it often. I wish it did just a little bit of damage or stunned or something.

#4
Malanek

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I didn't use Earthquake a lot. If you had a couple of indomitable warriors it seemed to work pretty well, but quite narrow in what sort of party it did work in.

#5
winter troll

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please enlighten me how being able to fire explosive out of your hands or summon undead servants is balanced in your mind ? mages are supposed to be overpowering by their nature , while fighters and rogues are the cannon fodder .

#6
iTomes

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winter troll wrote...

please enlighten me how being able to fire explosive out of your hands or summon undead servants is balanced in your mind ? mages are supposed to be overpowering by their nature , while fighters and rogues are the cannon fodder .


well you could make mages being more endangered by archers or something. or you could make the enemys using abilitys that prevent them from casting. and you could give them less healthpoints....

#7
Rubbish Hero

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Use rock paper scissor. with some classes utterly uses against enemy's and others better for it.

#8
elfdwarf

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templar , rogue and qunari

can kill mage

6 my mages been kill because of class and specialisation