|
metadata
I am guessing equipment would still undergo more tweaking.
Suppose equipment is balanced such that all builds are viable, there would hence be advantageous builds against specific styles of enemies.
I suggest to include saved Equipment + Style sets which can allow for easy switching to face different kind of opponents.
|
|
|
metadata
I suggest that enemy HP scaling be the next target of heavy nerfing. Otherwise there's no way extra rivals are going to work, people won't be able to buy the levels of equipment they'll need to beat later training levels or said rivals through damage alone.
|
|
|
metadata
It is argued that the equipment changes broke the game and there is some validity to this, but only because there was only one viable way to proceed and that was nerfed. The underlying problem is that there was only one viable way to proceed.
At level 240, I was facing level 225 enemies with up to 3 BILLION HP. My own HP? 44 million. It is impossible through skills or equipment leveling to compete with that due to how expensive equipment is and the fact that it debuffs your ability to attack or defend. I think the game is broken when all of the late game players are advising going cloth/dual short swords without any upgrades. Since that is the equipment you start the game with, what is the point of any of the other equipment then?
|
|
|
metadata
> *Originally posted by **[BDR1985](/forums/951337/topics/895372?page=1#11570938)**:*
> I suggest that enemy HP scaling be the next target of heavy nerfing. Otherwise there's no way extra rivals are going to work, people won't be able to buy the levels of equipment they'll need to beat later training levels or said rivals through damage alone.
The developer stated that beginning with level 180 the progression is currently soft-capped by much higher than normal skills, stats and stat increases per level.
|
|
|
metadata
> *Originally posted by **[Noly](/forums/951337/topics/895372?page=1#11571988)**:*
> > *Originally posted by **[BDR1985](/forums/951337/topics/895372?page=1#11570938)**:*
> > I suggest that enemy HP scaling be the next target of heavy nerfing. Otherwise there's no way extra rivals are going to work, people won't be able to buy the levels of equipment they'll need to beat later training levels or said rivals through damage alone.
>
> The developer stated that beginning with level 180 the progression is currently soft-capped by much higher than normal skills, stats and stat increases per level.
So the idea is that the game isn't meant to go on much past 180 right now? Is he just going to raise the soft cap when new content is added or what? I imagine if that's his plan people who are already maxed out on their scrolls will just steamroll the new content in a few days after training post-180 doesn't require lots of offline time any more. It also would have been a bit more upfront if there was a hard cap with maybe a note about having defeated the hardest foes the world had to offer; at least then I would know the game was effectively over immediately instead of learning it this way.
|
|
|
metadata
Just poor judgement on my part, I didn't realize so many players would want to continue past the last rival. The soft cap is just stat and skill boost to the enemy, stat growth and HP/Dmg growth per level of enemies is the same throughout the game.
I will be removing the soft cap in the next update and instead just give enemies a small boost every 50 levels to keep up with the player's changes in skills and equipment levels. And I'll have something in place to fix the Hp/Dmg growth. So the only real cap should be fighting skills and master skill caps.
Even if I spread the levels of the new rivals out they probably won't be much of a challenge for players past the 180 wall so I am thinking of adding a system that grants you a new type of bonus if you can defeat rivals at lower levels (like fame or something, the lower your character level is when you defeat the rival the more fame you earn.)
|
|
|
metadata
> *Originally posted by **[tovrick](/forums/951337/topics/895372?page=1#11573443)**:*
> Just poor judgement on my part, I didn't realize so many players would want to continue past the last rival. The soft cap is just stat and skill boost to the enemy, stat growth and HP/Dmg growth per level of enemies is the same throughout the game.
>
> I will be removing the soft cap in the next update and instead just give enemies a small boost every 50 levels to keep up with the player's changes in skills and equipment levels. And I'll have something in place to fix the Hp/Dmg growth. So the only real cap should be fighting skills and master skill caps.
>
> Even if I spread the levels of the new rivals out they probably won't be much of a challenge for players past the 180 wall so I am thinking of adding a system that grants you a new type of bonus if you can defeat rivals at lower levels (like fame or something, the lower your character level is when you defeat the rival the more fame you earn.)
Thanks for clearing this up. I'm glad to see you're taking player wishes into account and getting rid of the soft cap. Fame sounds like it could be fun to mess with so I'm looking forward to future updates!
|
|
|
metadata
> *Originally posted by **[BDR1985](/forums/951337/topics/895372?page=1#11573220)**:*
> > *Originally posted by **[Noly](/forums/951337/topics/895372?page=1#11571988)**:*
> > > *Originally posted by **[BDR1985](/forums/951337/topics/895372?page=1#11570938)**:*
> > > I suggest that enemy HP scaling be the next target of heavy nerfing. Otherwise there's no way extra rivals are going to work, people won't be able to buy the levels of equipment they'll need to beat later training levels or said rivals through damage alone.
> >
> > The developer stated that beginning with level 180 the progression is currently soft-capped by much higher than normal skills, stats and stat increases per level.
>
> So the idea is that the game isn't meant to go on much past 180 right now? Is he just going to raise the soft cap when new content is added or what? I imagine if that's his plan people who are already maxed out on their scrolls will just steamroll the new content in a few days after training post-180 doesn't require lots of offline time any more. It also would have been a bit more upfront if there was a hard cap with maybe a note about having defeated the hardest foes the world had to offer; at least then I would know the game was effectively over immediately instead of learning it this way.
Im at around 330. You can certainly keep progressing it just slows down a bit. Hp and dmg become unimportant though. An enemy can kill me 60 times over with a normal hit and it would take me 2,5k non-crit hits to kill an enemy.
|
|
|
metadata
> *Originally posted by **[tovrick](/forums/951337/topics/895372?page=1#11573443)**:*
> Just poor judgement on my part, I didn't realize so many players would want to continue past the last rival. The soft cap is just stat and skill boost to the enemy, stat growth and HP/Dmg growth per level of enemies is the same throughout the game.
>
> I will be removing the soft cap in the next update and instead just give enemies a small boost every 50 levels to keep up with the player's changes in skills and equipment levels. And I'll have something in place to fix the Hp/Dmg growth. So the only real cap should be fighting skills and master skill caps.
>
> Even if I spread the levels of the new rivals out they probably won't be much of a challenge for players past the 180 wall so I am thinking of adding a system that grants you a new type of bonus if you can defeat rivals at lower levels (like fame or something, the lower your character level is when you defeat the rival the more fame you earn.)
I doesn't really like the idea of stalling the level to do something in an idle game, let alone it is quite hard to do that late game as you level to a point in a blink.
But maybe others would think differently.
|