Character Development
Posted: Fri Apr 20, 2012 2:43 pm
First off, let me just say that I love the game. I love the genre, and this game is a worthy successor to the great classics. Thanks to Almost Human for that, salute and hails from Norway!
I do have a few questions about the Character development that I find it hard to see any logic behind;
Mage
Why would anyone choose anything but Ice Magic? I mean Willpower is the main stat for Mages, and Ice Magic is the only one that regularly enhance it.
I can't find any good reasons for Fire to enhance Strength, for example. I do see the possibility of a Fire Mage being able to do some damage with a Legionnaire Spear from the backrow, but then you might as well just get a rogue for more damage.
Logic?
I would suggest that all the Magic speclines should offer Willpower, and Vitality, Dex and Str should be mixed into the Staff Defense line. Remove the Protection bonus, and a few of the Health upgrades and replace them with a mix of Vit, Dex and Str. How about adding a Feather Fall spell to avoid damage from pits? An armor/shield buff spell that redirect some damage back to the attacker? Entangle spell that holds and damages the target? I really like Mages in this game, it's just that an extra rogue is much more reliable in terms of survival and sustained damage.
Fighter
I think I see the intention by the developers here, Meatshields go for Maces for Vitality, Frontloaders go with Axe for Str, and Swords are neither one or the other. The most logically implemented weapon speclines are Swords and Unarmed, as any melee combatant would need Agility more than Strength. I think you all see my point, why would training with Maces increase Vitality?
The Athletics line is awesome, but I see no way you could actually afford to spend much points in it. Maybe I'm just afraid to experiment, but even with kiting strategy, a frontline fighter too little Protection would have a hard time soaking inevitable hits.
I would suggest that Axes, Maces and Swords was replaced by Weapon & Shield, Two-Handed and Dual Wield speclines and given "logical" stat increases. Make "Meatshield" a viable option at the expense of damage output.
Rogue
First off, Minotaur Rogue is the undisputed rogue. Definitely original, I agree, but I personally think it's weird. I also see no logic to why Missile Weapons should increase Dexterity. Anyone who has ever shot with a bow, knows that if anything it enhances your Strength and arguably Willpower. Dexterity is irrelevant for an archer, and in my archery squad there are several disabled people who are among the best shooters in the league. Archery requires Strength for pulling and holding still, mathematics (logic), physics and perception for aiming. Dexterity would arguable make you a better mobile archer, but without Str, you wouldn't be much of an archer in the first place. Remember that the strength of the bow does not only determine the force of the arrow, but also its accuracy and distance.
I would suggest merging Missile Weapons into Throwing Weapons and keep the Throwing Weapons progression as it is. Add a Poisons specline, it would add another usage for the mortar and pestle.
I'd like to point out that my suggestions are just suggestions, and not entirely thought through in every aspect. And even though "balance" is not as important in a single player game, it's never a downside. I think that the lack of two-handed weaponry and dual wield is limiting, and the balance between the different magic and also Throwing vs Missile Weapons is the "worst" part of the game.
Please don't be offended when I say that I think the level up system is bad, it is just an opinion that can change with an explanation to make me understand why it is no, if I am wrong in my observations.
Thanks for reading,
Sabatasso
PS. take into consideration that I am seeing this from a "logical" point of view, because I really dislike very "gamey" solutions. I always look for some sort of "realistic" implementation in games, but prefer the term "logic" because we all know that magic and monsters aren't very realistic in the first place.
I do have a few questions about the Character development that I find it hard to see any logic behind;
Mage
Why would anyone choose anything but Ice Magic? I mean Willpower is the main stat for Mages, and Ice Magic is the only one that regularly enhance it.
I can't find any good reasons for Fire to enhance Strength, for example. I do see the possibility of a Fire Mage being able to do some damage with a Legionnaire Spear from the backrow, but then you might as well just get a rogue for more damage.
Logic?
I would suggest that all the Magic speclines should offer Willpower, and Vitality, Dex and Str should be mixed into the Staff Defense line. Remove the Protection bonus, and a few of the Health upgrades and replace them with a mix of Vit, Dex and Str. How about adding a Feather Fall spell to avoid damage from pits? An armor/shield buff spell that redirect some damage back to the attacker? Entangle spell that holds and damages the target? I really like Mages in this game, it's just that an extra rogue is much more reliable in terms of survival and sustained damage.
Fighter
I think I see the intention by the developers here, Meatshields go for Maces for Vitality, Frontloaders go with Axe for Str, and Swords are neither one or the other. The most logically implemented weapon speclines are Swords and Unarmed, as any melee combatant would need Agility more than Strength. I think you all see my point, why would training with Maces increase Vitality?
The Athletics line is awesome, but I see no way you could actually afford to spend much points in it. Maybe I'm just afraid to experiment, but even with kiting strategy, a frontline fighter too little Protection would have a hard time soaking inevitable hits.
I would suggest that Axes, Maces and Swords was replaced by Weapon & Shield, Two-Handed and Dual Wield speclines and given "logical" stat increases. Make "Meatshield" a viable option at the expense of damage output.
Rogue
First off, Minotaur Rogue is the undisputed rogue. Definitely original, I agree, but I personally think it's weird. I also see no logic to why Missile Weapons should increase Dexterity. Anyone who has ever shot with a bow, knows that if anything it enhances your Strength and arguably Willpower. Dexterity is irrelevant for an archer, and in my archery squad there are several disabled people who are among the best shooters in the league. Archery requires Strength for pulling and holding still, mathematics (logic), physics and perception for aiming. Dexterity would arguable make you a better mobile archer, but without Str, you wouldn't be much of an archer in the first place. Remember that the strength of the bow does not only determine the force of the arrow, but also its accuracy and distance.
I would suggest merging Missile Weapons into Throwing Weapons and keep the Throwing Weapons progression as it is. Add a Poisons specline, it would add another usage for the mortar and pestle.
I'd like to point out that my suggestions are just suggestions, and not entirely thought through in every aspect. And even though "balance" is not as important in a single player game, it's never a downside. I think that the lack of two-handed weaponry and dual wield is limiting, and the balance between the different magic and also Throwing vs Missile Weapons is the "worst" part of the game.
Please don't be offended when I say that I think the level up system is bad, it is just an opinion that can change with an explanation to make me understand why it is no, if I am wrong in my observations.
Thanks for reading,
Sabatasso
PS. take into consideration that I am seeing this from a "logical" point of view, because I really dislike very "gamey" solutions. I always look for some sort of "realistic" implementation in games, but prefer the term "logic" because we all know that magic and monsters aren't very realistic in the first place.