- Mar 14, 2017
- 163
- 599
I can't wrap my head around what the combat balance in this game is based upon. I knew I'd break the game to pieces eventually, but I figured it'd be after a few hours, not a few minutes.
Why can physical characters use nonoffensive magic pretty much just as well as mages? What's the point of even playing a mage then since physical damage is blatantly superior?
All the perk trees seem to have very little thought put behind them, but why is the magic tree especially awful? 80% of the tree is infinitesimal boosts that make no practical difference whatsoever.
I have over 500 health. How could +2 health shielding possibly be a reward for reaching the bottom of the magic tree? In the combat tree, the equivalent of that trait gives 5% health recovery per turn. How is that comparable? What does it even have to do with the magic playstyle to begin with?
Why are elementals so wildly strong for how little investment they take?
What is the actual difference between ranged and melee weapons?
Why isn't there some kind of way to resist CC effects and AP drain before they are applied?
Why wouldn't you get wings and three pairs of arms? They seem to be straight, massive buffs without no downside.
Et cetera. I know it has the "Work-In-Progress" stamped on it but this game has a heaping ton of combat in it and it is practically as old as this site. Maybe even older as I can't be arsed to check. Though given the state and age of this, I'm likely beating a desiccated skeleton horse.
Why can physical characters use nonoffensive magic pretty much just as well as mages? What's the point of even playing a mage then since physical damage is blatantly superior?
All the perk trees seem to have very little thought put behind them, but why is the magic tree especially awful? 80% of the tree is infinitesimal boosts that make no practical difference whatsoever.
I have over 500 health. How could +2 health shielding possibly be a reward for reaching the bottom of the magic tree? In the combat tree, the equivalent of that trait gives 5% health recovery per turn. How is that comparable? What does it even have to do with the magic playstyle to begin with?
Why are elementals so wildly strong for how little investment they take?
What is the actual difference between ranged and melee weapons?
Why isn't there some kind of way to resist CC effects and AP drain before they are applied?
Why wouldn't you get wings and three pairs of arms? They seem to be straight, massive buffs without no downside.
Et cetera. I know it has the "Work-In-Progress" stamped on it but this game has a heaping ton of combat in it and it is practically as old as this site. Maybe even older as I can't be arsed to check. Though given the state and age of this, I'm likely beating a desiccated skeleton horse.