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Old September 14, 2017, 06:54   #172
Fnord
Apprentice
 
Join Date: May 2014
Posts: 80
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A couple more technical points of criticism:
  • The device scaling is odd and needs lots of work. See below this list.
  • The use of the new auras seems overdone. Everything (deep) having aura of fear is just annoying. Aura of gravity is hell for melees. The "cause [foo] wounds" aura means instant recall after combat to remve curses (without AM-like saving). And many things having a quadrillion auras... yeah. Didn't you state that melee needs help? Why make it harder for melee then?
  • (This might be an earlier change, I haven't played in a while): The reforge/art power/slot weighting changes are a nasty nerf for various monster classes. Why?
  • Related to above: If you want to stand by those changes, powers need to be be more universally available on various slots. Namely Anti Magic, Telepathy, Anti-Summoning (see summon complaints).
  • Given the importance of multiple resists in pretty much everything, why not allow multiple same resists on an item?
  • Related to above: The scaling seems insufficient. While I don't have it right now, even with 5xSeeInv I encountered things that switched between visibile and invisible. Yes, stacking searching might help, but really - there is no room for yet more otherwise completely irrelevant stats to stack up on.
  • Stun: What can players do to prevent it? Need rStun maybe?
  • Fear: Same as above - even with 3 rFear, I was being feared on occasion, especially by the many deep fear aura mobs. With 1 innate and required heroism to fight any of those now, I still get feared every other turn.

So a couple examples for the device scaling that seems broken to me:
  • Two rods of Enlightenment in my home. One has fail 4.6, one 8.5. Only visible difference is one has 2 charges, the other 3. Effect is the same.
  • Bunch of staffs of healing with their heal values, charges and fail rates:
    250, 6, 8.5
    258, 8, 6.5 (of Capacity)
    262, 6, 12.5
    282, 7, 22.3
    (and more)
  • There were a lot more - stuff like:
    • heroic speed being almost impossible to cast while staffs of speed are trivial
    • Clairvoyance being pretty unusable while Eniightenment + Detection were trivial 20 levels ago
    • Rods of Restoring - same as above, available fairly trivially otherwise.

So for less than 10% more healing I more than triple my fail rate? Nah.

Different topic:
A more design philosophical rant:

What is it with the focus on devices? So many winner dumps (for many versions) that I check used wands of rockets or similiar to beat the Serpent.

Why? That just seems broken to me. I don't mind that devices are useful and powerful.

But in my opinion, a melee char should be able to win by doing just that - meleeing. He might need the right gear etc, which may be hard to get. But once acquired, that should do it. A shooter should be able to win by shooting. A spell caster should be able to win by casting spells. And all the mix classes should be able to win by using their own abilities. Sublemented and aided by consumables and maybe devices.

I'm not saying this is impossible currently, but I also don't think that generally nerfing device usability into the ground unless you even focus your gear on them (ie. +md) is the solution. The solution is to not require them in the first place.
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