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AndreaColombo

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Nov 13, 2016
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^ and the problem with that is...?

I mean, it's easy to avoid and in this game stuff is clearly meant to stack.
 

Balthazar69

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Nov 29, 2016
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Madscientist3, You don't understand, really.

In PoE there a system of class. Here a system of tree (Multi tree = large choice). BUT, if certain talent stack and other not, the game is unbalanced. Its all. All must be Stack OR nothing must be stack, that's all I say.

For the rest, I can think what I want compared to your first idea. Same thematic.

For the bonuses : you're wrong. Because if you think that, magic become overpower. The "Nothing stack" (with skills tree VS magic, I specify) in tyranny give advantage to magic, which already has everything. (Buff, penetration of armor, fire, cold, all spells possibilities....)

What remains to the warrior in this condition? A power that is canceled by Lantry. (Penetration+4 ... versus... +10 if my memory is good (Selfless + Force IV))

This game must stack his effects.

The question of ease or difficulty is an another.

The game is already ultra simple in PotD after act 1 -whithout the question of stack by the way- a little more or a little less. I prefer an ease balanced game than an unbalanced game.
 
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Madscientist3

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Sorry, but the game feels sometimes very strange the way it is. I would call it unintuitive, al least.

some examples for what I mean:
Q: I want to fight with a sword, what talents should I pick to get most damage?
A: Go to the magic tree and add 75% elemental damage. Weapon talent bonusses are much weaker and you can cast better buffs when going for magic.

Q: I want to fight with weapon and shield to be a tank, where should I put my points?
A: First go to the dual wielding tree and take the talent to use parry also for ranged attacks.
 

Balthazar69

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Nov 29, 2016
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I agree with that. I'm not the best defender of "tree" approach, mostly with investment imperative (0 - 1 - 2 - 4 - 6 - 9).

For the 75 % elemental you must spend 6 talents in magic + 3 to invest = 9.

In average, player go to level 15 in endgame. If a warrior want the damage x3-forget the name (10 talents in power tree), it's virtually impossible to access.

And magic users focus on Lore acquisition, and using spells. 75 % at impact (physical weapon not magic) is not useful, indeed.

The trees talents seems to be focused for warriors. But warrior haven't more talent point than magic users. DnD (Neverwinter Nights to quote only him) bypass the problem long time ago with more feat. Here, not. There is no class, so it's impossible to balance.

...And in this case, all investment must be active (= stack).

I also agree with the problem of mixed tree (Weapon 2H + bare hands etc) This reduces the possibilities of investment, whereas there is an obligation to invest if one wants to climb the tree. (0 - 1 - 2 - 4 - 6 - 9)

If it was up to me to decide :
I will stay on a light obligation (except refound the game, no choice), but greatly reduced like : 0 - 0 - 1 - 3 - 5 - 7

Why 0 - 0 for the two first echelons ? Because at start, obsidian assume take powers in lines one or two (proof = the two powers of 2H users. One in first line, the other on the second ; Cleave and Sunder)
 
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faljen_isus

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now that you mentioned it, i never did understand why the elemental damage bonus does not apply to magic staves, since they do magic damage to begin with

PS you can get to lvl 21 in any 4 man party game with your PC if you train every level possible with the skill you are best at since the 5 lvls of training give you like 50% lvl completion
 

Balthazar69

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PS you can get to lvl 21 in any 4 man party game with your PC if you train every level possible with the skill you are best at since the 5 lvls of training give you like 50% lvl completion

Hihi^^

In average, player go to level 15 in endgame

Personnaly, I have also my team at 21 but, I heard in... "average". Casual etc. In lot of forum I see level "15" for the first playthrouth.

And that, make me think that "cap" is strange. I hope a patch for a real cap (20 ? 25 ?... 30 ?) or totally unlock this limit.

In PoE, at level max, you feel take exp with the last level 15 of companions, because XP of group (Quests mostly). Here, majority of exp come to trainers and personal fight. So, there is a "lost effect" of DPS (the first arrivals at level 21) will absorb a part of damage (Often large part, a mage DPS or a 2H melee). And this exp is lost. Rapidly, this implie the idea of disable the stronger(s), for exp those who have less. In my case : Disable Lantry and my main, and use Eb and Barik.

...And I hate do that, I like to fight with my whole team, from begining to the end. It's the problem with this system for "optimizer player".

--------------------

For the +25 % damage of element, I think developers have estimated the magic too powerful for this three bonus. The solution can be = +25 % only if the element is corresponding.

Fire ? If I have the 3 elements bonus, only fire is activated. So, +25 % damage (Fire) with spells based on fire. Exemple :

-------------------------
Imbue the elements : Fire
+25% Fire Damage on Hit. (Physical weapon)
+25% Fire Damage with Fire Core.
-------------------------

If not, there is no interrest to spend point when you are a mage. Indeed.
 
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MadDemiurg

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Speaking of balance fixes:

-Material force buffs stacking is ridiculous. Limit to 1 at a time please
-Haste + Pride/selfless jumps from 25% reduction to 65% reduction for some weird reason (should be 37.5% if it worked correctly I think). This makes recovery more or less irrelevant and makes slow 2h weapons the strongest by far
-Wits does not modify base magic damage unlike might. It means it's additive with the strength sigils and is a pretty poor stat. That also means that magic does really poor damage lategame apart form some OP combos (more on this later). Make either wits or strength sigils affect the base damage of spells, so one is multiplicative with the other.
-Dualwield seems like the worst style by far, offering no real benefit compared to 1h or 2h
-Staves are in a really weird position as a "caster" weapon, since they still need might but then any other weapon is better. Suggest make them use wits for damage bonus
-Light armour is better than heavy since deflection ends up being a far more important defensive stat than pure armour, as it is better vs high damage attacks and CC
-Volcanic weapon is ridiculously OP, suggest to change so it only works on crits
-Mutti hit attack proccing on hit and on crit effects is too powerful (e.g quill storm or fury's embrace). Either make them have a reduced proc chance or remove. Should be better with volcanic weapon nerf but still pretty bad
-Chain + aoe distant impact is ridiculous against clustered enemies as it hits all of them on each jump if the aoe is big enough. There are no restrictions in the spell builder atm, but I suggest disallow aoe increase and chain together. A possible fix would be to actually make the chain sigil use the same slot as the aoe increase one (something would have to replace the chain slot though)
-Please buff endgame bosses (at least on higher difficulties), they are far too easy even with a suboptimal party or solo
 
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Balthazar69

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Nov 29, 2016
65
35
Speaking of balance fixes:

-Material force buffs stacking is ridiculous. Limit to 1 at a time please
-Haste + Pride/selfless jumps from 25% reduction to 65% reduction for some weird reason (should be 37.5% if it worked correctly I think). This makes recovery more or less irrelevant and makes slow 2h weapons the strongest by far
-Wits does not modify base magic damage unlike might. It means it's additive with the strength sigils and is a pretty poor stat. That also means that magic does really poor damage lategame apart form some OP combos (more on this later). Make either wits or strength sigils affect the base damage of spells, so one is multiplicative with the other.
-Dualwield seems like the worst style by far, offering no real benefit compared to 1h or 2h
-Staves are in a really weird position as a "caster" weapon, since they still need might but then any other weapon is better. Suggest make them use wits for damage bonus
-Light armour is better than heavy since deflection ends up being a far more important defensive stat than pure armour, as it is better vs high damage attacks and CC
-Volcanic weapon is ridiculously OP, suggest to change so it only works on crits
-Mutti hit attack proccing on hit and on crit effects is too powerful (e.g quill storm or fury's embrace). Either make them have a reduced proc chance or remove. Should be better with volcanic weapon nerf but still pretty bad
-Chain + aoe distant impact is ridiculous against clustered enemies as it hits all of them on each jump if the aoe is big enough. There are no restrictions in the spell builder atm, but I suggest disallow aoe increase and chain together. A possible fix would be to actually make the chain sigil use the same slot as the aoe increase one (something would have to replace the chain slot though)
-Please buff endgame bosses (at least on higher difficulties), they are far too easy even with a suboptimal party or solo

I strongly approve almost all the propositions. The Haste+selfless seems to be a bad calculation, indeed. (Super-cheat lol...)

But also here... There is a BIG problem. Logical problems. If you limit to one buff, magic is favored (already that overpower...). Indeed, it is necessary to remove all what you have describe with brio for equilibrate.

Because if you can do only one buff, the others slot go to... pure magic. And in this case, I see overall the interest to start with a full mage. No interrest to create a warrior. (One target, slow in 2H) So it is... delicate to equilibrate.

This is the heart of balancing in Tyranny because the game has no class. So any change very quickly has big effects on the whole.

Side on magic nerf : the developpers will not remove the salt of the game. I find for example the chain effect truly enjoyable visually (even if very cheated like you said).

I only disagree with the multi hit. I think the it's very bad in comparison to others powers. 9 % chance to hit x2... 6 % to hit x3. Personnaly I cannot count on them. I prefer the certainty.

Dualwield is like you said but more, the tree agility is ridiculous !
 
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MadDemiurg

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I don't mean "1 buff at a time". I mean only 1 material force buff at a time. You still have haste, auras, heals, defensive buffs. Stacking material force buffs puts any magic damage in the game to shame, at least single target wise. It's never a good idea to allow to stack 10+ damage modifiers on a single character.

For the chain effect, I do not suggest to remove it, just disallow to use it together with the increased aoe sigil.

Multi hit, I mean some companion abilities that proc multiple attacks. Verse's fury's embrace is 10 attacks each proccing on crit and on hit effects. Lantry's quillstorm is the same but in aoe. I agree that the passives giving you a small % chance to hit multiple times with autoattack are by no means OP.
 

Balthazar69

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Nov 29, 2016
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For the multi hit.

It's no worst the damage x 3 (Skull) of power tree. I do 800 pts of damage if I buff.

Almost part of game after act 1 tends to make the game easier. (too much easier)

Alls the propositions in this game are insane. Magic = mega insane, 2H = insane, Magic multi hit = mega-mega insane. Physical multi hit : bad. (Finally a thing doesn't work is this game : p )

During this time you have a poor +15 % damage in commandant tree. Not stack, obviously : p = nobody will take this talent. It's a fact.

More seriously, I will watch the evolutions of future boost/nerf. But I fear, like PoE (Rogue, barbarian), physical class lost much in case of nerf. Magic remains magic with multi attack and multi target.

And even without AoE, the multi hit remains EXTREMLY^^ strong. It's impossible to nerf, except reduce damage. But, in this case, the act 1 will be more difficult. The magic at this moment is not yet totally cheat. And if you stay with a Volley + Chain, the damages do-to-single-target-with-physical-weapon must be stay at level, like now, in addition...

Even if one removed everything with a blow of madness, there remain magical things that cheat everything, and that are irreducible in themselves, except supress the power. (Like Sleep for 20 seconds on 8 meters)

So it's complicated. It would nerf all the game ! : p

In my playthrough, with use of all possibilities, I think sincerely Lantry the best of all companion. Lore do everything in this game. You can rule everything. Its strange to say that, but melee companion (verse, barik) and physical main, are not the... "most" ridiculously cheat.

Its very strange, the act 1 is really satisfaying in terms of difficulty (maybe hard). After = purge.
 
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MadDemiurg

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Fury's embrace and quillstorm are way more broken than anything PC has. You can do like 400+ damage through procs alone, in aoe. Total damage can easily go over 1000.

And 800 2h damage due to stacking 6 or so material force buffs is broken as well (not the x3 attack, it's fine on its own).

Just volley + chain is not that bad

It's not really complicated, if something is so powerful it breaks the game it should be nerfed.

Act 1 difficulty feels right exactly because you don't have the OP stuff like material force, volcanic weapon, chain + aoe 3 etc.
 
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Balthazar69

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No I think it's complicated. Because in this case the balance not concern a class but a multi-tree. with equivalent choice (supposed to be : p )

And in your list, you don't talk to induce sleep. Its extremly cheat. Break the game in an another way. So, it is a complete work...

And I know Obsidian, they will never completely change the game. And I dislike things half done. So if there are "little" change, it must be fair to all trees and companions. So it a very-very delicate work.

If you nerf the fury's embrace, you must nerf magic. If not, nobody will take Verse.

In PoE it's different. The 6 characters complement each others. Here, you rule the game only with magic.

A nerf call another. More than PoE.

------------------
EDIT :

Just volley + chain is not... cheat ?

We played the same game ? This is more cheat than fury's embrace ! : p

damage x 2 replicate with 4 chains... With eb or lantry, its insane on my side. Not forget the single target VS multi target. If I do 800 damage but only on one target, it's not really more cheat than that.
 
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MadDemiurg

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Its not might vs magic or any BS like that. It's not a multiplayer game. If something is so powerful it trivializes the game, you nerf it. Simple. If you think sleep is to powerful, should be nerfed too. But tbh currently is absolutely worthless since you can end combat in 5 sec anyway, Maybe when the stuff that does thousands of damage in a few sec will be balanced it will be apparent that sleep is OP too. Right now there's zero incentive to use any CC past act 1 because stuff just explodes.

Volley + chain does like 400 damage total at best (since each jump would do like 100 damage to a single target, 4 targets). Yes, it's very tame compared to 800 single target hit or fury's embrace that can do like 1k single target and 200-300 aoe damage in a line behing the target with volcanic weapon.
If it's not aoe, it's way less powerful than any of the OP physical attacks. Now volley + chain + aoe is cheat. But only with + aoe. It might still be OP without aoe, but not grade 1 OP. I've only listed things that are obviously brokenly OP.
 
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Balthazar69

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I disagree with this argument, no need to nerf if you think like that.

Magic is better than might ? It does not matter... !

Nerf = make it coherent, equilibrate (global difficulty and each "build" possible) and pleasant.

If Obsidian don't worry to equilibrate, nobody will take warrior. Why ? Because the player have choice for investment in trees. It's not a multiplayer game, but a multi-tree game. I think I can do more damage with magic on multi target, if there are no buff on warrior side. And with magic, I have diversity of damage (fire, cold, elec) and I have stun, sleep etc. In short : my choice is made...

In this case, this is problematic. For me, a single-target attack must do more damage overall. If not : Sirin + Main magic + Lantry + Eb. Its that simple.

is absolutely worthless since you can end combat in 5 sec anyway,

Totally true. And in this situation, there is a margin of nerf absolutely incredible, if a cheat is overtaken by another larger cheat. ahah : p

EDIT : I have a proof for damage : The two first to arrive at level 21 : lantry and my main 2H.

My main 2H, very often buff x 4-6

The answer is here : Lantry is the best DPS, equal to 2H buffed. If you nerf and remove buff, there is a major problem of balancing...
 
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MadDemiurg

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Single target should never do as much damage as aoe in total, it's pretty basic. Focused damage > dispersed damage.

If there's OP physical stuff, nerf it. If there's OP magic stuff, nerf it. The point of balancing is to make the game tactically enjoyable, at least on higher difficulties where people care about it. Not to have press button -> stuff explodes gameplay. And if you nerf the OP stuff, balance between trees will be better too.

It's not possible to balance everything in one go, because it's not apparent what does and doesn't work if it's overshadowed by bigger problems. I'd say getting rid of stuff that does thousands of damage and explodes enemies in a few sec is a good first step.

The fact that lantry levels up just as fast as your main does not prove anything. Mages get a ton of XP from buffing even if they do no damage themselves. But yes, Lantry can be quite ridiculous in terms of damage if you go for quillstorm (which I suggested to nerf) or for chain + aoe(which I also suggested to restrict). And yes, melee doesn't look OP without buffs. That's why I suggest to nerf the buffs, not melee skills.
 
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Balthazar69

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Focused damage > dispersed damage.

And do more damage overall on a single target. If not = Wizard / Priest in PoE, and mage in this game. If not It's non-sense to play a warrior.

In Pillars, Barbarian bypass the problem, but here, not. It's a bias to think mage need to be better DPS. It's choice. With diversity + CC, we can think a mage less powerfull than a warrior. It's more logical with damage overall.

-------

After verif, overall my 2H have done 2x more damage than Lantry in total. I think the mages do more damage in endgame, wich explain this difference. But for me, this difference is perfectly normal. Less, there would be a problem. (My main is totally optimised, so prudence)

So if we talk nerf, return to the start : if nerf there is, all need to be nerf. Whithout buff, Lantry will be in front of DPS and it would be unbalanced.
 

MadDemiurg

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I'm not saying mages should do more damage single target. But aoe damage should deal more damage in total (summed up for all targets) than single target. No matter what the source is, cause there are both physical and magic single target and aoe. You also keep referring to some non existent class balance, even though you can make a character with 250 lore that fights with a 2h weapon like a pro in this game no problem. There are no classes. There are OP spells/skills and UP spells/skills. If anything, "warrior" is better off investing in the mage tree than in power or defence tree for 75% extra elemental damage (which is also a problem for tree balance, if we want them to be equally attractive, but it's not as huge as the stuff I listed like the bigger problems in my opinion)

You're arguing that OP things that ruin gameplay and make any difficulty a joke should stay because they are needed for "balance" between non existent "classes"? Ok...
I don't care about "mages", "warriors" or else in this game, there are no classes. I just want reasonable difficulty and tactically enjoyable game, at least like act 1. I've soloed the game on PotD. Granted, I did TCS in PoE too, but there you actually needed to use your brain to do it. I've suggested nerfs for both "magic" and "melee" OP stuff, but you seem to think that it's somehow biased against melee, even if most of the nerfs are for magic (material force buffs are magic). I've also suggested buffs to the UP stuff like dualwielding, heavy armour, staves etc.

Lantry can already be in front of dps cause he can 1 shot encounters with quillstorm. Because quillstorm + volcanic&vampiric is broken, just as fury's embrace.

Look, no offence, but your English makes it hard for me to even understand your arguments sometimes, so I don't really want to spend more time on this.
 

Madscientist3

Sergeant
1 Badges
Nov 11, 2016
61
25
  • Tyranny: Archon Edition
I have looked at the skill trees and it looks very unbalanced.

Magic is the best because it give lore+spell slots (good for everybody, even if you attack only with weapons because of buffs), magic protection (DR and spell reflection, good for everybody) and +75% damage for weapon attacks.

Power and ranged tree have the problem that they are split between 2h/unarmed and bow/thrown. So half of the talents are useless, no matter what you chose.

Agility is useful (duellist alone is great) if you ignore all talents that are only good for dual wielding. Dual wielding is completely useless in this game. If agility was supposed to be the dual wielding tree, it feels strange that is is only good if you ignore its primary purpose.

In general, many talents are very powerful and a combination of some of them is completely overpowered. The early game is relatively hard because you have only a few talents. Later the game becomes very easy because you do not need to be a genius to find out which combinations are good.

I have the feeling that the system of Tyranny was strongly inspired by skyrim. The system of skyrim was better than Morrowind, Oblivion and several other skill based games. You had a skill tree for EVERY type of weapon, type of magic and support skills. You also needed some skill points in a skill in order to put talent points into the skill tree of this skill. Of course, it was very easy to become completely overpowered in skyrim (some nice videos show how to one hit a dragon). The skyrim system felt somehow more consistent or intuitive than tyranny. In tyranny several different skills are put together in one tree and you can spend all your points into magic without ever casting a spell.

Bonus question: Does anybody know a game with a classless learning by doing system, where it is not easy to become completely overpowered and that is somewhat consistent and makes sense role playing wise? I do not know such a thing so tyranny (while being far from perfect) is still one of the better classless skill based systems I know. Shadowrun and divinity series do not count because they are classless but not learning by doing
 
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