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I have come to the conclusion that DA:O stats = horribly broken


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#126
Solica

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I have very little interest in these technical details regarding the combat system. classes and stats, balancing whatever. I suck at that. I just play the game. Just as I did with old BG and IWD.

I just have this to say. The game is just fine. The balancing and combat is just fine. The stats are just fine.

There's nothing wrong and i do hope the developers just ignore all you complainers. It's difficult, yes, but everything is just fine. I dread and fear every battle (and enjoy that aspect), but in the end, with a bit of effort, thinking and trying, I prevail in the end. And - That's just how it should be.

Seems to me a lot of players have their pet plan for their pet class (as they want to perceive it) fail, ...and then they go online and protest: "- horribly broken!" Nope, just horribly narrow minded.

#127
Bluesmith

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Solica wrote...

I have very little interest in these technical details regarding the combat system. classes and stats, balancing whatever. I suck at that. I just play the game. Just as I did with old BG and IWD.
I just have this to say. The game is just fine. The balancing and combat is just fine. The stats are just fine.
There's nothing wrong and i do hope the developers just ignore all you complainers. It's difficult, yes, but everything is just fine. I dread and fear every battle (and enjoy that aspect), but in the end, with a bit of effort, thinking and trying, I prevail in the end. And - That's just how it should be.
Seems to me a lot of players have their pet plan for their pet class (as they want to perceive it) fail, ...and then they go online and protest: "- horribly broken!" Nope, just horribly narrow minded.


I don't think anyone is complaining about difficulty here, which you apparently seem to think is the case (or at least I've gathered such from the content of your post). I've played this game a time and a half through on nightmare, using only one mage (healer) for the majority of it. I found the experience well-balanced difficulty-wise. Of course, a few mage-heavy encounters did become frustrating.

The game is not, however, well-balanced class-wise.

And, to be fair, no new release ever is. From RTSs like Starcraft to table-top games like D&D to card games like MTG to MMOs like WoW to FPSs like Halo, games from all genres and developers go through many, many iterations. Some - dare I say most - never reach that coveted peak known as "being balanced." Some do. I hope DA:O is one of those games. Just know that blinding ourselves to its inadequacies will prevent it from being so.

Modifié par Bluesmith, 18 novembre 2009 - 11:14 .


#128
Kelston

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Solica wrote...

I have very little interest in these technical details regarding the combat system. classes and stats, balancing whatever. I suck at that. I just play the game. Just as I did with old BG and IWD.
I just have this to say. The game is just fine. The balancing and combat is just fine. The stats are just fine.
There's nothing wrong and i do hope the developers just ignore all you complainers. It's difficult, yes, but everything is just fine. I dread and fear every battle (and enjoy that aspect), but in the end, with a bit of effort, thinking and trying, I prevail in the end. And - That's just how it should be.
Seems to me a lot of players have their pet plan for their pet class (as they want to perceive it) fail, ...and then they go online and protest: "- horribly broken!" Nope, just horribly narrow minded.


If you have little interest or knowledge regarding the mechanics in the game, why are you posting in a thread discussing specifically that?

You start off saying you don't understand or care about stats or balance but insist on claiming that stats and balance is fine? Furthermore, based on your achievements (their uploading is not broken), you haven't even gone far enough in the game where your stats matter. You've hardly even scratched the surface of the game but you insist that a laundry list of things happens to be fine.

What? Does logic elude you? Do you even read what you type or do you just hammerfist your keyboard in hopes of gaining some favor by parroting cliched fanboyisms?

Modifié par Kelston, 18 novembre 2009 - 11:17 .


#129
Odd Hermit

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Solica wrote...

I have very little interest in these technical details regarding the combat system. classes and stats, balancing whatever. I suck at that. I just play the game. Just as I did with old BG and IWD.
I just have this to say. The game is just fine. The balancing and combat is just fine. The stats are just fine.
There's nothing wrong and i do hope the developers just ignore all you complainers. It's difficult, yes, but everything is just fine. I dread and fear every battle (and enjoy that aspect), but in the end, with a bit of effort, thinking and trying, I prevail in the end. And - That's just how it should be.
Seems to me a lot of players have their pet plan for their pet class (as they want to perceive it) fail, ...and then they go online and protest: "- horribly broken!" Nope, just horribly narrow minded.


Sometimes it's better to read a bit before you respond.

=|

#130
RENEGADEXVIII

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Schyzm wrote...

RENEGADEXVIII wrote...

Schyzm wrote...

RENEGADEXVIII wrote...

Right...and my soda is lukewarm regardless of the fact that it's been sitting in the freezer for over 2 hours.

If you have the type of Mage build that the OP is referring to (all points stacked into magic while ignoring everything else.Which means your Mage can't avoid being hit due to low dex nor can s/he take any damage due to low cons) survivability skills are indeed very poor.     











I don't know why you think survivability is poor.  you have enormous amounts of cc and heals.  hell even if I get mobbed it takes little more than a glyph of repulsion to just laugh in their faces most times.  and even if you didn't want to get that spell there's 10 or 15 other spells that are all as effective at keeping you alive as a little more hitpoints.  really big bad monsters just wailing away at you hurt a lot, but the normal swarms that make it by the hilariously bad tanks aint nothing to worry about.


Survivability is poor because hits that every other class would easily shrug off would kill a magic staked DPS Mage.

No DPS Mage is going to have access to 10 or 15 cc spells and still have enough skill points to be good at DPSing (unless your Mage has more skill points than everyone else's).A good DPS Mage is going to have access to maybe 2-4 spells to aid them if enemies get too close and all of them will probably be useless against ranged attacks and extremely limited against elite opponents.I'm not referring to forgettable encounters where you're facing a handful of darkspawn (which should be a cake walk for any class/build) I'm referring to the more intense battles where you're facing swarm after swarm of mixed opponents (enemy foot soldiers,multiple archers or magi,with a few elite sprinkled in for good measure)..you know,the battles that are actually challenging.

If your party is hit with a fire ball spell from an enemy Mage everyone's going down but your low dex/cons DPS Mage is the only one who won't be getting back up.If your low dex/cons DPS Mage is shrugging off powerful blows and has enough Mana (even with moderate use of lyrium) to DPS the field at regular intervals,do away with ranged opponents,and keep all enemies at bay using spell casting alone then you're either playing with the differculty turned down too low or your strategy is impeccable (the former can be fixed in the options menu and the latter is the whole point of the game to begin with).

I'm sorry but it strikes me as quite odd that so many people want to nerf the Mage class in a single player game (where the player controls how powerful each class gets to begin with) just because they're good at DPSing while staying out of harms way.Maybe the Rogue class should also be nerfed because they're arguably just as good at DPSing and a lot better at shrugging off blows and avoiding them...why not nerf Tanks while we're at it since they're better at taking damage than any other build?..It seems like a few people are butt hurt that offensive DPS Mages are out DPSing their ace warrior builds (which is most likely their preferred class) so they decided to moan about it. 




 



I dont think they need all 10 or 15, just a few gets the job done.  and damage avoided can be just as valuable as taking damage slightly better.  as for enemy mages, they're the first targets every party takes out, and the easiest way to take themout is with a party of mages.

I find some of the harder fights to be the ambushes where the game denies you positioning by just plopping you in the middle of wherever with evryone all around you and usually some stupid mage orange or something up on a hill that you can't even walk to easily.  which of course, makes me thank god for my mages.

at any rate your claim of poor survivability is a joke, survivability is about more than having slightly heavier armor mate.  you should try it sometime.


Look,we can go back and forth all night to no avail (not like you would have a problem with that since you seem to be singing the same song for hours at a time in multiple threads).The bottom line is that this is a party-based game not a DPS pissing contest,and no class needs to be nurfed to make someone's pet class seem more useful at being the biggest DPSing bad ass in the party.Particular classes are better than others at certain things (which is how it's supposed to work) it's our jobs to build a balanced party the game isn't going to do it for us.The fact that the player has total control over how powerful and useful every member of their party will ever become just makes these *insert class here* is overpowered rants seem more like complains from people who want there preferred class to make all of the shots without ever having to pass the ball. 

#131
Solica

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Bluesmith wrote...
I don't think anyone is complaining about difficulty here, which you apparently seem to think is the case (or at least I've gathered such from the content of your post). I've played this game a time and a half through on nightmare, using only one mage (healer) for the majority of it. I found the experience well balanced difficulty-wise. Of course, a few mage-heavy encounters did become frustrating.

The game is not fine. No game is ever fine at release. Every game - from RTSs like Starcraft to table-top games like D&D to card games like MTG to MMOs like WoW to FPSs like Halo - goes through many, many iterations. Some - dare I say most - never reach that coveted peak known as "being balanced."


You know, I'm not terribly interested in threads like these, but ONE thing that I do have noticed, is that "nobody is ever complaining about difficulty". -Oh noo. Right, why should they? That would immediately bask their complaints in a different light. No, I said I think they have their pet plan fail for their pet class (as they perceive it from other games, fiction or selfstyling). That's what I believe. And my suggestion is that you change your perceptions to fit *reality*, or in this case this game, instead.
And you're wrong. The game is fine. And a lot of games are fine at release.
Yes, games goes through iterations. But is it certain that they improve? Aren't they just becoming more convenient, ...for some?

#132
Solica

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Kelston wrote...
If you have little interest or knowledge regarding the mechanics in the game, why are you posting in a thread discussing specifically that?

This is true. I thought I was in General discussion,.. and this explains why I couldn't find the thread again. Sorry, I'm outa here.

#133
Omnicronwarlord2

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...

#134
jbann311

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I don't think there is anything wrong with the stat system. By level 20 a rogue or warrior should have plenty of stat points to have enough willpower/dex and strength. They don't need to put points into magic, just get the bonus to healing items.



Saying a mage need only put points into magic is silly I think. I pumped up my magic a lot but If I didn't put points into willpower and con I would have no mana and die in 3 arrows. I play on hard and quite honestly my mage gets swarmed asap.



Your main gripe would be that some of the weapon skills simply require too much stamina or are worthless.

#135
Bluesmith

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jbann311 wrote...

I don't think there is anything wrong with the stat system. By level 20 a rogue or warrior should have plenty of stat points to have enough willpower/dex and strength. They don't need to put points into magic, just get the bonus to healing items.

Saying a mage need only put points into magic is silly I think. I pumped up my magic a lot but If I didn't put points into willpower and con I would have no mana and die in 3 arrows. I play on hard and quite honestly my mage gets swarmed asap.

Your main gripe would be that some of the weapon skills simply require too much stamina or are worthless.


I'm not sure if anyone is saying that mages need only MAG. The problem is that mages need only WIL and MAG, while rogues need DEX, CUN, WIL and some CON (due to the amount of melee-range AOE or quasi-AOE bosses) and warriors need STR, DEX, WIL and some CON (for similar reasons as rogues; more CON for tanks, although I've gone through nightmare with near-minimum CON on my tank). That's 4 or, at best, 3 stat reqs for melee classes compared to 2 for mages. Couple that with the mage's already superior AOE and (vastly so) CC abilities, plus the mage's ability to replenish mana (while melee classes cannot do so for stamina), and you begin to see why people are complaining a bit. Requiring warriors to put a few points into MAG - no matter how minimal - to improve their tanking ability is particularly annoying (in fairness, my first past through nightmare involved no pumping of MAG for non-mages so it isn't strictly necessary to do so).

Really, a mage doesn't need CON - and especially doesn't need DEX - even on nightmare. If your mage is being hit you're doing it wrong. There are too few non-tank-n-spank encounters, tanking itself is too easy to pull off, and mage's have such a wide repetoire of CC that you just cannot justify pumping anything but MAG and WIL. A partial exception to this rule exists for player-made mages due to those moments in the game where your player is seperated from the party (even then, a clever blizzard->autoattack->cone of cold->autoattack->winter's grasp->auttoattack->cone of cold->autoattack rotation can pretty much kite any non-elite bosses in the game to death, including the knight you duel in Denerim, Loghain, Howe, etc.).

For what it's worth, I attempted to make some of the changes I'd like to see via the toolset. Unfortunately, either I can't find them or, as I suspect, mana/stamina values (and other stat contribution/derived stat forumulae) are locked away in the engine. At least I was able to make changes to CC durations, damage, etc. I just wish that my non-mages could *use* some of their cool abilities :)

Modifié par Bluesmith, 19 novembre 2009 - 06:35 .


#136
VanDraegon

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It is amazing that the devs bother to respond at all on these kinds of threads given the treatment they get....

#137
Odd Hermit

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VanDraegon wrote...

It is amazing that the devs bother to respond at all on these kinds of threads given the treatment they get....

Why would they ignore legitimate complaints because a few people haven't got a grasp on getting their points across in a civil way?

#138
dannythefool

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Georg Zoeller wrote...
True, but judging from critical reception, the combat system we made is quite good. At least for those who didn't want it to be a different game (class balanced vs. party balanced; class dps equality vs. utility equality, etc.)

Not perfect, mind you, but that would be boring, leave us with nothing to improve upon.


I think the combat system itself is quite good. There are handful of abilities that are bit under- or overpowered. I don't see a point in complaining about that though, the game would be horribly boring if every build had the same strength. Part of a CRPG is finding out how to optimise your character, right? And this is a single-player game so I see no real harm in one class being stronger than another...

The main issue I see is that the combat situations themselves are broken. Even easy mode is really really hard if you don't know what's going on. You'll get swarmed around every other corner and you'll get fireballed into oblivion if you open the wrong doors. Then, once you do understand the game, combat becomes ridiculously easy because you've figured out that mages have rather good crowd control and area damage abilities that will make them turn around most fights against more than one enemy singlehandedly. And since most fights involve rather large groups of enemies... well you get the idea.

But for those who take issue with the game becoming too easy, I suggest trying to play without them. Use the party setup as an additional difficulty slider. If you think mages are too strong then don't bring any along. Treat them as the rare commodity the story tells you they are and only call them in for the hardest boss fights. It's not like this breaks the game. If you think Shale is too strong then don't bring her, and so on. There are good role-playing reasons for this kind of decision. Put three melee rogues in chantry robes and bring a templar in templar armour as tank if you want. Go solo. Do what you want. Nobody forces you to use the easy setups.

#139
marc_al

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Hello,



I completely agree that mage only need MAG and WIL.

The defensive spells I have are the 3 first glyphs, the armor (stone) and the defense (mage). I have never had big problems in hand to hand. I made a lot of wrong choices in my spells (complete fire : (OK), the complete healing with healer specialisation ( a very bad idea), complete mage and arcane warrior and complete part with the grease ).



So, I can only use a glyph to try to immobilise one mob, and I rarely have problems (only yellow or red boss when the party is dead) and in these case, I activate the two defensive buffs of the Arcane warrior (I am better than Alister in Armor and Defense).

If I hadn't taken the Spirit healer, but crowd control spells (glass part, blood mage...), it would even be simpler in hand to hand.

So, yes, I say that mage only need two stats.



Marc

#140
Aries1331

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if you don't like it make your own.

#141
Judge-Mental-One

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I played through the game (on normal, so not as hard core as some people here) using a party of 2 wars (my main was a tank and I used shale in pulverize for most of the game, but had Sten before I got Shayle) Morrigan (who I speced to be a spirit healer) and Leliana using bows. I was never disapointed in how the party performed.



My main was a dwarf, and I pumped str and dex and also con and cunning (so he could persuade people and crit more). My main char could take on just about anything alone if he had to. I bought the knight commanders plate and an amulet I can't remember the name of and so had 80% spell resist, was hard to hit and didn't take much when I did, and had lots of HP.



He was speced templar (never found the reaver spec though I wanted it coz the others seemed useless). I would run shield wall, threaten and eventually rally as well and still have half his stam bar for the times I needed to use abilities. having the mage rejuvenate and the death blow talent made sure he normally had enough stam to use what he needed when he needed it and I never put a single point in will.



Yes I admit that most of the time it was just auto attack for him and shale, making sure shield wall and threaten were on, but overpower and shield bash/pummel were all very useful abilities in certain situations.



It is mho that melee are meant to work this way in these sorts of games. i.e take very little management most of the time except adjusting their positioning and telling them who attack when its important, but having useful abilities you can rip out now and then. This is so you have time to micro manage your mage and/or archer (though again archery is kinda passive).



I felt the stat system worked quite well, and didn't feel the mage was the most useful at all. Necessary yes, but most useful and would be fine without the rest no.

#142
Kelston

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Judge-Mental-One wrote...

I felt the stat system worked quite well, and didn't feel the mage was the most useful at all. Necessary yes, but most useful and would be fine without the rest no.


Nah your healer is not the most useful. Everyone else being dead is a more preferable outcome, obviously.

From your wall of text, it is abundantly clear you did not bother to go into the mechanics of the game and just facerolled on an easy difficulty. If you were to actually play the game rather than right click auto attack, you'd understand where the problem and the spread stat issue stemmed from.

#143
Forsakerr

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stamina pots would fix a bunch of stuff, i dont get it why mages gets mana potions and can cast loads of CC/dps/buffs/heals or what ever while melee or ranged class are more limited and the only way to regain stamina while fighting is mushrooms and it only gives a few ,if you want to use more abilities you need to pump willpower plus str plus dex plus con to be effective , while mages put 2 points in magic 1 willpower per lvl (can even skip willpower a few times) and can faceroll and chug a mana pot rinse/repeat , i dont get it why there is no stamina pots in my first playtrough i spent hours trying to find a recipe at vendors ...

#144
Odd Hermit

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Forsakerr wrote...

stamina pots would fix a bunch of stuff, i dont get it why mages gets mana potions and can cast loads of CC/dps/buffs/heals or what ever while melee or ranged class are more limited and the only way to regain stamina while fighting is mushrooms and it only gives a few ,if you want to use more abilities you need to pump willpower plus str plus dex plus con to be effective , while mages put 2 points in magic 1 willpower per lvl (can even skip willpower a few times) and can faceroll and chug a mana pot rinse/repeat , i dont get it why there is no stamina pots in my first playtrough i spent hours trying to find a recipe at vendors ...


Lyrium and health poultices with their current low CD trivialize a lot of fights. Although TBH, those fights would be lame without them anyway. But I think for overall balance, stamina pots should be introduced as stamina over time on a CD as long as their duration, say 30 seconds, and lyrium pots and health poultices should be adjusted to work the same way to prevent spam. Buff stam and mana regen while in combat to reward smart control and mana management over time, and have constitution increase stam regen instead of willpower.

#145
Bluesmith

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Odd Hermit wrote...

Forsakerr wrote...

stamina pots would fix a bunch of stuff, i dont get it why mages gets mana potions and can cast loads of CC/dps/buffs/heals or what ever while melee or ranged class are more limited and the only way to regain stamina while fighting is mushrooms and it only gives a few ,if you want to use more abilities you need to pump willpower plus str plus dex plus con to be effective , while mages put 2 points in magic 1 willpower per lvl (can even skip willpower a few times) and can faceroll and chug a mana pot rinse/repeat , i dont get it why there is no stamina pots in my first playtrough i spent hours trying to find a recipe at vendors ...


I'm currently tinkering with the Item rebalance mod. As part of that mod, pots have been given much longer cooldown periods and difficulty has been raised somewhat.

Early game fights are nearly impossible. 

Lyrium and health poultices with their current low CD trivialize a lot of fights. Although TBH, those fights would be lame without them anyway. But I think for overall balance, stamina pots should be introduced as stamina over time on a CD as long as their duration, say 30 seconds, and lyrium pots and health poultices should be adjusted to work the same way to prevent spam. Buff stam and mana regen while in combat to reward smart control and mana management over time, and have constitution increase stam regen instead of willpower.


Certain fights become nearly impossible for mageless parties without pot spam, sadly. At least on nightmare.

I actually like being required to use a healer on the harder encounters, just as I like being forced to use a tank. Sometimes, though, you don't always have a healer around to use...

Modifié par Bluesmith, 21 novembre 2009 - 03:09 .


#146
kormesios

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Bluesmith wrote...
I'm not sure if anyone is saying that mages need only MAG. The problem is that mages need only WIL and MAG, while rogues need DEX, CUN, WIL and some CON (due to the amount of melee-range AOE or quasi-AOE bosses) and warriors need STR, DEX, WIL and some CON (for similar reasons as rogues; more CON for tanks, although I've gone through nightmare with near-minimum CON on my tank). That's 4 or, at best, 3 stat reqs for melee classes compared to 2 for mages.


I honestly don't understand why this is perceived as a problem by so many on the thread.

I accept the argument that mages need mostly two stats, and rogues and warriors need to be somewhat more well-rounded.  That's what I've observed while playing.

I just don't see why it's bad in the least.  The best possible fighter has different stat distribution than the best possible mage, OK, that describes the difference between the two.  Then people say it should be fixed, that's where I scratch my head.

Other than minor points about it making mages more boring to level up, I can't think of anything.  Is it a balance thing, in the sense of super high magic means you're more powerful than a warrior?  Then it's still not a "stats" problem, just class abilities.

#147
Bluesmith

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kormesios wrote...

Bluesmith wrote...
I'm not sure if anyone is saying that mages need only MAG. The problem is that mages need only WIL and MAG, while rogues need DEX, CUN, WIL and some CON (due to the amount of melee-range AOE or quasi-AOE bosses) and warriors need STR, DEX, WIL and some CON (for similar reasons as rogues; more CON for tanks, although I've gone through nightmare with near-minimum CON on my tank). That's 4 or, at best, 3 stat reqs for melee classes compared to 2 for mages.


I honestly don't understand why this is perceived as a problem by so many on the thread.

I accept the argument that mages need mostly two stats, and rogues and warriors need to be somewhat more well-rounded.  That's what I've observed while playing.

I just don't see why it's bad in the least.  The best possible fighter has different stat distribution than the best possible mage, OK, that describes the difference between the two.  Then people say it should be fixed, that's where I scratch my head.

Other than minor points about it making mages more boring to level up, I can't think of anything.  Is it a balance thing, in the sense of super high magic means you're more powerful than a warrior?  Then it's still not a "stats" problem, just class abilities.


This disparity results in 
a) itemization problems
B) artificially low stam for melee classes
among other things.

#148
Odd Hermit

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Bluesmith wrote...

kormesios wrote...

Bluesmith wrote...
I'm not sure if anyone is saying that mages need only MAG. The problem is that mages need only WIL and MAG, while rogues need DEX, CUN, WIL and some CON (due to the amount of melee-range AOE or quasi-AOE bosses) and warriors need STR, DEX, WIL and some CON (for similar reasons as rogues; more CON for tanks, although I've gone through nightmare with near-minimum CON on my tank). That's 4 or, at best, 3 stat reqs for melee classes compared to 2 for mages.


I honestly don't understand why this is perceived as a problem by so many on the thread.

I accept the argument that mages need mostly two stats, and rogues and warriors need to be somewhat more well-rounded.  That's what I've observed while playing.

I just don't see why it's bad in the least.  The best possible fighter has different stat distribution than the best possible mage, OK, that describes the difference between the two.  Then people say it should be fixed, that's where I scratch my head.

Other than minor points about it making mages more boring to level up, I can't think of anything.  Is it a balance thing, in the sense of super high magic means you're more powerful than a warrior?  Then it's still not a "stats" problem, just class abilities.


This disparity results in 
a) itemization problems
B) artificially low stam for melee classes
among other things.

It also makes warriors/rogues less interesting, because on top of not having as many activated abilities as mages, they are only able to use them a few times before running out of stamina.

#149
Cirellion_Malevar

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My 2 coppers, based on my limited experience with trying out several characters (mostly various mage builds), none of which I've gotten over level 12 yet....



I have to be honest and say that I'm not seeing a whole lot of rational analysis in this thread. On both sides of the argument, there seems to be a lot of "shoulds," personal opinions, preconceptions without statistical foundations, ulterior motives, and facts presented in a vacuum.



I guess I see it like this: I'm not sure that it's logical for a single person to make an assertion--whether positive or negative--regarding a game's balance. Ultimately, "balance" is a measure of the overall game experience as combared among a large number of diverse players.



I think the best we can do is to offer our own opinions on specific game mechanics and whether we enjoy them, then hope the developers see our posts.



For example:



Ineffective statement: "The classes are unbalanced because my warrior doesn't have enough stamina to use special abilities as frequently as a mage can cast spells."



Effective statement: "Combat is frequently boring for me because my warrior doesn't have as much stamina as I would like. I find that I'm sitting still watching my character perform auto-attacks when I would prefer to be using more abilities strategically."




#150
Ultrazennn

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Kelston wrote...

Solica wrote...

I have very little interest in these technical details regarding the combat system. classes and stats, balancing whatever. I suck at that. I just play the game. Just as I did with old BG and IWD.
I just have this to say. The game is just fine. The balancing and combat is just fine. The stats are just fine.
There's nothing wrong and i do hope the developers just ignore all you complainers. It's difficult, yes, but everything is just fine. I dread and fear every battle (and enjoy that aspect), but in the end, with a bit of effort, thinking and trying, I prevail in the end. And - That's just how it should be.
Seems to me a lot of players have their pet plan for their pet class (as they want to perceive it) fail, ...and then they go online and protest: "- horribly broken!" Nope, just horribly narrow minded.


If you have little interest or knowledge regarding the mechanics in the game, why are you posting in a thread discussing specifically that?

You start off saying you don't understand or care about stats or balance but insist on claiming that stats and balance is fine? Furthermore, based on your achievements (their uploading is not broken), you haven't even gone far enough in the game where your stats matter. You've hardly even scratched the surface of the game but you insist that a laundry list of things happens to be fine.

What? Does logic elude you? Do you even read what you type or do you just hammerfist your keyboard in hopes of gaining some favor by parroting cliched fanboyisms?


That's pretty much what I wanted to say, but way too drunk to be that eloquent.  Grats!

lmao.  I love the "I know or care nothing for game mechanics, but they are fine"