Balancing - Questions and Answers
Many of you have been asking questions concerning the balancing of the game. Marcus, who is currently busy wrapping his head around all things concerning balancing, answered some of them.
Please consider that many of the features mentioned below won’t be in the game until the final release, because we’re still working on them!
The more experienced your party gets, the more supplies they will be able to carry.
Q: "Six rations are far too few! Can we get more?"
A: The number of rations you can buy at the tavern in Act one is currently balanced for Act one. It will be adjusted to the other Acts when they're released. Also, we will rework the restocking transaction. So if you still have four units for example, and you want to restock at Oscar in Sorpigal, you would only have to pay for the additional two units.
Q: "Weapons break too easily! Does 'broken' mean I can't use them anymore?"
A: "Broken" items get a penalty on some stats, but they can still be used. Melee weapons get a malus on minimum and maximum damage, while armor and shields get their armor value decreased. So the little red hammer icon does not mean that the weapon, shield or armor is completely broken and useless. It only means that it will make less damage or have less armor value until you have it repaired. The malus depends on the base value of the item and on the difficulty setting. We will probably adjust the UI so that it will be more clear that a damaged item can still be used.
Don't we all hate when that happens?
Magic System / Character Spells
Q: "Will there be a rebalancing of the magic system?"
A: Almost every aspect will undergo some balancing iterations until the final release of the game.
Q: "Will there be more mana/mana regeneration?"
A: There won't be automatic Mana recharge. The effect would be either too subtle to experience it, or it would encourage exploitation.
Q: "Could you make the monsters tougher and more varied as well?"
A: We will tweak the distribution of monsters in the first Act of the game and even add a new type of monster in that area. Monsters might become “tougher” in terms of strength and the threat they are posing to the party, but we rather make them less enduring to trim the time it takes to fight them.
Your opponents will be better balanced, which will make it harder for you to throw them off their feet.
Q: "What about the broken Taunt System and the Damage/Heal-Spell efficiency difference which in combination eliminates tactics in combat and renders several of the class differences irrelevant?"
A: We are going to tackle all the issues we identified after the release of the early access version thanks to your feedback and our internal QA .
Q: "For a ranger, if the players invested in close combat skills and Strength, they can become useless once their rangers become wardens. Is this a natural progression?"
A: A promotion certainly doesn’t make a character useless all of a sudden just because he or she isn’t able to make full use of a new ability – you still enable the character to reach the Grand Master Rank of their skills.
Q: "I have noticed that the most fragile class is Ranger. Don’t know why, but he is the one who dies first."
A: It’s only natural that some classes will be the first to die at some point. You can utilize your spells and abilities in order to keep those characters safe from harm or use potions to keep them alive.
Q: "The Freemage is NOT fragile. If you spend attribute points on vitality she can actually become as robust as the mercenary (in case no skill points are invested into endurance). Just try it out. You can start a shaman, a barbarian, a ranger and a Freemage with the same HP if you distribute the attribute points identically. IMHO the class concept needs rework."
A: You are right: All classes are based around the same stats and have a selection of the same skills, so if you skill them identically they become identical in some respects. But eventually, when the characters reach their individual Grand Master ranks of their individual skills, the differences will become more apparent.
These characters will have to watch many more sunsets before they reach their Master ranks.
And what about …
A: The implementation of traps was quite rudimental in the Early Access version. Traps will be utilized more often and will have more dangerous effects in the final release of the game in order to provide more importance to the use of Clairvoyance.
A: We added stat graduations of individual item quality tiers in order to create more variety. Furthermore we uncoupled the quality level of enchantments from that of the item they are attached to.
A: Vendors will provide a broad selection of non-enchanted items allowing you to update your party’s equipment. Still, the most important product of vendors will be the enchanted equipment they offer on a daily basis.
We will keep the system of ordinary enemies dropping mostly sell-loot or non-enchanted equipment with a small chance for enchanted items. Champion enemies and bosses will drop more and better items.
… the XP-Table?
A: We have doubled the character levels in order to offer more level ups per play time to you. That will also change the way you experience your character’s progress and development – especially in the beginning of the game.