Problem of current DAO and DA2's progression system:
If you build your character properly, do all/most side quests, get very high level and all those good gear, especially if you install all those DLCs, the fights just feel less and less dynamic down the road.
It's not just DA. KoAR and Skyrim have this problem too.
The thing is, encounters have static difficulties. They have to be. High dragon will always be high dragon even if the level scales, but players don't. A improperly built level 2 character is not much worse than a properly built one; but the difference between them at level 20 will be huge.
The thing is, normal difficulty may not assume the character is properly built but nightmare difficulty should. So the difficulty scale should be non-linear. Assume on nightmare difficulty, first mini boss is about twice as hard as the same boss on normal, then the final boss should be, let's say, five times as hard as on normal. Might not be exactly the same number, but you get the point. Fights should be progressively harder, not easier.
We also want to make different builds more similar in terms of power at max level. Imo there should be an easy to get max level like, say, level 20. It's also easier to balance this way. Now, that's in terms of "power", different builds should have different utility and combat style, but should be equally powerful.
I'll break it down to two parts: stats customization and gear.
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Stats:
Two similar builds should have similar stats. Many games even used auto-leveling such as WoW or SWTOR. On one hand it's easier to balance, on the other hand it takes away customization.
I propose two ideas:
1) "Half-customization": stat customization only affect your power to a quite limited extent, like EV spread in Pokemon series.
2) "Stat-recommendation": gear's stat requirements recommend players to customize their stats towards power builds. The stat requirements should be higher.
Overall, this kinda limits the effect of players' customization, but in my opinion it's necessary to an extent.
Also, for some reason I don't like the willpower stat as it is, because it neither increase your offensive power, nor does it increase your durability. It's a "dump stat" for many builds and many things reduce its effectiveness, such as blood magic and sustained abilities. If it's difficult to balance it, just make the classes' resource static like in SWTOR and Diablo 3, and make willpower, say, a stat that increases your resistance or something.
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Gear:
Players should be able to get decent gear either through the main storyline quests or through easy crafting system. Content should be balanced around this kind of gear.
Optional bosses and story DLCs should give much better looking, but only *slightly* better gear so that the player isn't too overpowered for the bosses.
That's my opinions anyways. As for abilities, beware of buff and debuff stacking that gives the players to deal huge amounts of damage to super-long health bars of bosses.
Modifié par KDD-0063, 18 mai 2012 - 10:14 .





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