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MaxQuest

Recruit
Sep 10, 2013
6
5
First of all thanks for a great game. Had a nice time playing it, and generally it left a quite positive impression.
Second, since there is this feedback subforum, my thought was indeed why not to leave one?

After lots of fiddling around, plus two completionist play-throughts (one 'normal' run with 4-man-party on hard, and one solo on potd); strong and weak points of this game become more or less apparent.

The positive stuff includes:
- creative spellcrafting system
- non-cliche story
- conquest
- decent replay-ability via forking decisions / alliances
- the nutshell of reputation system

- and so on

Tbh, there are many points to list, and I bet that as devs you already know all the points-forte of your game.
That's why I'd especially like to enumerate things that I personally found as flawed or askew, something that can be improved on or at least serve as food for thought:

- problem 1: inequality between armor type options
There are several armor types:
1. light
a). cloth
b). leather light
c). leather heavy
d). leather 'scarlet' (with irregular DR)
2. heavy
a). with equal DR
b). with irregular DR

- Due to the way deflection and attack resolution was implemented, plus the DR vs average incoming damage ratio, there is really no reason to go for other armor than leather, as it is the most optimal choice.
- Heavy armor with equal DR is just straight up worse, even if it would have the same recovery penalty, as hit quality downgrade is more precious for tanking.
- Heavy armor with irregualar DR, could have it's uses for experienced players who are solo'ing the game, and who could equip the one with 'right DR' before every encounter. Unfortunately leather is still better, and it also doesn't require constant switching.
- Cloth armor was probably intended for spellcasters and bow specialists. The problem is that a very decent portion of damage comes from spells and special abilities, which happen to have a long cd, so even if a wizard can fire all his spell arsenal 2s earlier, he will still have to way n seconds before he can cast that 1st spell again.
- problem 2: inequality between weapon type choices
The existence of such things like Riposte, Haste and Spell Surge, greatly askews the balance in favor of heavy and slow two-handers.
Long-cd special abilities whose damage is an increment of main-hand weapon attack, make it even worse. Why dual-wield daggers (with volcanic buff) when you can swing a great-axe with the same speed, and get more from Skull-Cracker, Shadow Strike or Hunder of Fists?
- problem 3: heavy inequality between spells resultant from the same expression sigil used with different cores
- Sigil of Focused Intent is straight up better with Sigil of Life (resulting in Restouring Touch spell)
- Sigil of Distant Impact is straight up better with Sigil of Frost (resulting in Rimespike spell)
- Out of 7 spells resulting from Sigil of Guarded Form only 2 are good. And both OP in terms of relative gain.
- Sigils of Stone, Terratus and Vigor are significantly weaker than those of Frost and Illusion. Not to mention sigils of Atrophy and Emotion.
- There are 9 fire-based spells, 5 Atrophy/Emotion/Terratus/Vigor and only 4 Force based ones. Looks like a discrimination.
- problem 4: imbalanced spells
- Mirror Image (especially with riposte and high deflection; plus it has nice interaction with Vampiric Weapons: make a circle around enemy group, and heal up from all the disengagement attacks)
- Haste (especially with slow two-handers, when you can swing once per 1-1.2s, with two-handed mastery and multistrike gloves it happens to deal even 3+ hits under 1 second)
- Stacking of Material Force spells
- Volcanic Weapons
- problem 5: imbalanced abilities
Many special abilities, use a multiplier and the primary weapon. This heavy reduces the incentive to use fast but low-hitting weapons.
- problem 6: imbalance of some in-game items
- Scales of Mercy - allow you to increase your precision to 100% during the pre-combat buffing stage, and after that permanently benefit from the multi-striking, massive-blow talent and all the crit passive procs. Not to mention that you no longer have to worry about enemy DR, as you are just hitting way to hard.
- Banner of Ardent - minus 75% incoming damage in the first 8s of combat? I.e. right when enemies use all their active abilities, and than sit on cd?
- Face of Judgment - paralyze + 580% damage increase debuff, is just way too good for boss fights.
- problem 7: obscure tooltips
Ok, you've got a level-up, opened the talents tree and want to invest that point. Mouseoverring over Heart Shot, Slice and any other ability that causes bleed or burn, doesn't bring enough information to make a conclusion if they are worth or not, as you don't know how much damage that DoT will deal; nor if there are any status effects attached, like frost increasing recovery duration.
- problem 8: askew difficulty between acts
Self-explanatory. Difficulty peaks in act 1, in Hall of Ascension, while some of end-bosses (i.e. archons) can be literally one-shotted.
- problem 9: attributes
- Finesse is way to good, due to how valuable deflection in this game is. And partially due to existance of Mirror Image and Prideful Magic.
- Resolve is too weak. As you cannot build a reliable cc-specialist who would be able to keep at least two enemies permanently controlled, due to the spell cd values.
- Vitality is strange. You need it the most in act 1, because that's the hardest part of the game plus you use your healing spells the most. Yet you cannot afford putting points here, because you need finesse first, might or quickness second; plus vitality is useless for your starting skills.
- The necessity in gating attributes' usual growth at 20, denotes that imbalanced gain from different stats cannot be balanced with intrinsic diminishing returns alone, and is the first symptom of askewness of such a system.
- When asking about attributes balancing, I was linked to Sawyer's Tuning presentation. Well, Josh indeed has made many good points; it's interesting why they were not reflected in Tyranny.
- problem 10: attack resolution
Pillars of Eternity had a simple and elegant attack resolution. In Tyranny it's quite different.
- The introduction of minimum miss and crit chance would potentially increase the save-reloading, if the game was harder. Because missing a crucial Scull Cracker could lead to a defeat on higher difficulties. Also it could lead to cheesing some boss fights. Even if Voices of Nerat would have 1000 dodge and accuracy and would hit for 1000 per swing, he would still be defeatable, even in solo. You have a 5% minimum chance to land a critical cc, e.g. archon's judgement, and then just decimate him to pieces.
- Crit threshold range. Imho, having hardcoded, magical coefficients feels very unnatural. If a player cannot calculate in his mind his chance to crit, from just knowing the difference between his effective accuracy and defender's effective defense, something is not right.
- problem 11: two-sided reputations
The fact that you gain special bonuses from both Favor and Wrath with a single faction, pushes you to behave like an ***hole in some situations, even if from RP point of view you would like to have only positive reputation. It would make more sense to get only one type of benefits, Favor OR Wrath (depending on which has a greater value). As an example, think of Blood or Tears in Heroes of Might and Magic 6.
 
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I'd like to add a few thoughts, assuming that's okay:

#3 I haven't found this to be quite a clear case. Stone, for example, is VERY useful for causing Prone issues against groups. It's very useful if you need to move and don't want a disengagement attack or if you, for example, cast the "Healing Armor" spell (forget the name) and need some time to heal. Disabling them with a Stone Boulder attack when a single Frost attack, for example, wouldn't kill them has saved my skin numerous times.

#4 I agree some are more useful than others. I just don't agree that that's a problem. When you play D&D, for example, virtually ALL mages grab Magic Missile. Why? Because it's so incredibly useful.

#8 I agree the pacing is INCREDIBLY weird. The beginning is tough, the middle feels very long, and the end is incredibly quick. I'm okay with it, but it feels very weird. I think this is the negative flip side of the "this game is designed for multiple playthroughs" coin though, honestly.

#7 COMPLETELY agree. There are so many "well okay... what does that mean?!" moments in the game. You give good examples. I don't need an overt info dump, but I would prefer a mouse-over or right-click option for a detailed explanation on everything.

#9 FWIW, I've rarely put many points into Finesse early on. I haven't needed it. My playstyle is Wits-oriented, because I like the dialogue options.

#11. I completely oppose this and prefer this and the Mass Effect "Renegade/Paragon" over the old black-and-white KotOR style all-or-nothing system.

You don't HAVE to max both sides. I'm getting my Anarchy character maxed out with as much Rep as possible and my Disfavored character is entirely RP, I'm completely ignoring those options. Besides... analytically, it makes no sense to get SKILLS from reputation... so there's not much of a reason to analyze the fact that they can both like and dislike you at the same time. Think of it as respect (as in look up to them) and fear. You can respect someone... you can fear them... or you can both respect AND fear them.

Very well thought out and articulated points tho. Kudos.
 
SPELLBOOK

I think the game really needs a spellbook in which we can store the spells we create and from which we can choose the characters' spell load-out. As it is, changing the spells of a character, for example to adapt to a new type of enemy vulnerable to specific effects or damage types, is extremely tedious because we have to re-create each one for each character! Let us store the ones we create in a spell book for easy retrieval when we need it!
 
Feedback Glitches

Hello Developers,

I already finished the game in Path of Damned, and now I am playing for 2nd time in Trial Iron in Path of the Damned and I noticed couple of glitches while I was playing, here are the screenshot and details about it:

Lantry's Skill - Watcher's Judgment
This skill is not applying the Paralyze effect (doesn't even show in the combat log)
http://www.evernote.com/l/AHOIFldXV-lKqpbkToAvyV6CxcHlBRKdU3I/

Eb's Death Glitch
I decided to kill Eb after I won the battle, she died but when I came back to the Mountain Spire, she is standing there and seems there are some items from her. Then I can talk with her, but if I try to add her to my party is not showing which is correct.
http://www.evernote.com/l/AHNA2Von8EVD64yy3w_ZkjryVz8gZwHgj8I/

I hope these feedback helps for futures updates for this game ;)

 
Here are my thoughts as a Pure Mage Fatebinder who's done New Game + about twice in a row (I know it wasn't an option before, but playing the game several times gives you a lot more perspective as you experiment to figure out how the actual crap to get the absolute strongest offensive build):
  • Frost: No Edict or Chaotic Descent Expression. It has a lot of Narrative focus (a lot of 'Fate of the Tiers' and such) but I really want a magic that has Chaotic Descent. (Hell, give it a Hail spell in Bastard's Wound, that'll make it fun!)
  • Lightning: Chaotic Descent, Edict of Storms is pretty solid, overall pretty good. However, clunky to actually use. Fulmination delay feels awkward and can be interrupted, reducing effectiveness of spell and Ball Lightning only works on extremely clustered enemies, otherwise undoubtedly the weakest Directed Force. Furthermore, Ball Lightning's 'Bounce' is weird in that it will be reworked from expiring at the end to bump off the first solid object it collides with and then just bounce in a fifteen degree angle (typically AWAY from my enemies)
  • Fire: This magic was MEANT for offense... It has all of the damage Expressions (indeed, if not ALL expressions) and Magefire passive. Combined with Frostfire this can cause serious damage... but it has no Narrative power, and starts off weaker than Lightning or Frost due to how Character Creation and even NG+ work.
  • Stone: Giant Boulder is funny and Cairn's Staff mix well with it, but otherwise lacks truly offensive options...
  • Terratus: Supposed to be the 'Anti-Bane' magic, but only Terratus Light actually does additional damage to Bane, and even then it sacrifices Health Draining which otherwise is a very interesting niche it fills. Three Offensive Spells are nice, but ultimately feel lacking due to lack of variety, even if customization options are high.
  • Force: There's literally two damage spells and four spells overall. if Haste wasn't one of them, this school would be dead in the water.
An additional complaint: You can only unlock ONE additional Artifact every NG+ and previous artifacts aren't properly counted. Furthermore, certain artifacts have seemingly vanished from my selection (like Tunon's Mask and Staff, I didn't kill him in my last play through but the one before that he died) which is further insulted by the fact that artifacts I choose previously aren't actually added as promised (I have to select my (Barik's) Dauntless and Azure Shield every. single. time.

Also the Silent Archives don't count as an Artifact. Now if all Imported Artifacts had any significance to the story ("Hey Graven Ashe, mind if I take a selfie with you while I carry your hammer?") that'd be understandable, but they don't (You can return the Magebane Helmet to Lethian's Crossing and still have one in your inventory or even equipped) so it makes no sense for the Silent Archives to be kept locked only to Non-Disfavored Playthroughs that specifically go to the Burning Library.
 
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#3: If you look at damage/healing values only, yes. But remember that the expressions also have different range and different Lore requirements. Barik might draw some utility from being able to freeze people, even if he's too stupid to learn Rimespike. And Lantry might want to heal people while staying out of harm's way. At least that's my rationale for personally using these spells even though their counterparts appear to be strictly better. That being said, I wonder whether the "improved telemetry reporting" from the last patch will lead to some under-utilized spells being buffed.