People have been asking about balance issues in Flare.
How would you tweak the current system to help with balance?
Hm, i haven't played a physical character yet, but here is what i think about offense and mental:
But i think balancing is something which should be done in a later release.
Stuns and Snares are OK I guess since some monsters will just blink near you and kick your ass : )
Are we talking about cross-class balance issues here or game-breaking issues that cause monsters to not be effective? I personally believe that most of the classes are fairly balanced (with obvious exception of the defense-only build).
Things that will empower monsters:
Things that will balance cross-class issues:
Just some thoughts. Some are certainly better than others.
Regarding cross-class balance, the battle mage (mental and physical) build is currently pretty useless because he has to choose between having a wand and having a sword. Maybe the wand should be equippable in the left hand as well, for dual-wielding á la Gandalf.
johndh regarding that, I was considering having special weapons for those opposing builds (battle mage, heavy archer).
e.g. a Spellsword that could work with both melee and magic powers.
e.g. a Shieldbow that could work with both ranged and blocking powers
Some enemies should have some (stronger) restoration of health or able to use health potions. Undead bosses should be able to summon undead minions. AI should be better. There should be a bit more strategy behind a fight instead of just hitting/firing untill you win. Maybe also the showing the levels of enemies in the UI should be removed (could still be through some spell, but if the level of the enemy is at least 2 levels higher it will notice and start attacking you even from some distance).
"Undead bosses should be able to summon undead minions."
I like this. In general, I want to see more cool boss abilities that you have to somehow react/adapt to.
To me melee seems greatly underpowered compared to ranged. There's little reward for getting close enough for them to hit you. I tried focusing on Physical except one rank of Offense, and the slingshot was still the most effective way to fight.
"To me melee seems greatly underpowered compared to ranged. There's little reward for getting close enough for them to hit you. I tried focusing on Physical except one rank of Offense, and the slingshot was still the most effective way to fight."
I agree. I think this is still a terrible balance issue: the slingshot is essentially better than anything a melee warrior has.
What are some ways to fix this balance?
I want to float the idea, though it might be too gimmicky: all magic (green or blue) melee weapons have an additional bonus. All swords have Life Drain, all axes have Bleed, all hammers have Stun.
"I want to float the idea, though it might be too gimmicky: all magic (green or blue) melee weapons have an additional bonus. All swords have Life Drain, all axes have Bleed, all hammers have Stun."
Hrm... interesting concept! (It is rather gimmicky, like you said, but I'd certainly give it a shot). On a similar note, it might be fun to have inferior weapons have effects too. Imagine a Warped Shortbow having a small amount of angle_variance attached to it. :)
If you give longer cooldowns on ranged weapons, you might consider adding magical "Quick" versions of the weapons too.
And though I've said it before, causing multiple creatures to attack at once removes a lot of the player's ranged power. The hero can only stunlock one creature at a time. So perhaps causing the enemies to attack in packs would drastically affect the balance issue.
A few ideas:
> Physical attacks get stronger if you chain them, building up momentum. Maybe this could be a power of certain weapon types, so broadswords have this but rapiers have a different power (but same base damage).
Combos would be awesome! Of course, that's more animation and rendering to do, but I think it could help break up the monotony of downward slash, downward slash, downward slash...
I have to disagree a bit about physical builds. I make brawlers all the time, they obviously take more damage, and there might be some balancing that could still be used, but there's something to be said for the fact that most of the most annoying monster powers are ranged, and that if you engage a ranged monster in melee it starts attacking with melee. I much prefer to face most bosses, ice skeletons and fire antillons with a brawler than with an archer.
I did mention before though that I though that it might be useful if melee did slightly more damage, or if you could move slowly while using the block maneuver to give sword and shield a boost.