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Balancing L\E's

Unstructured ideas, requests and suggestions for the development of the game.
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nether
Posts: 206
Joined: Sun Aug 05, 2012 2:00 am
android_version: 3.1 - Honeycomb

Balancing L\E's

Post by nether »

As of right now there are a few Legendary\Extraordinary items that I feel should be given an extra edge to make them either more unique\flavorful or worth using.Instead of just talking about the specific ones I had in mind I decided to make a more general thread so more items could be included in the discussion. Please reply with suggestions, tweaks, criticisms, ideas or other items that should be balanced in one way or another.


Gloves of Life Force: 3% AC, 5% BC, +9 HP.

Really the only thing that catches my eye with these is the +9 to HP. But compared to the troublemakers gloves (crit, 7% AC, +1 HP), leather gloves of attack, (13% AC, +3 HP), DR gloves, daze gloves or even BC gloves like the heavy plated gloves (9%, BC, 2-4% damage, 3 HP) they are just lacking something that makes them rightfully legendary. So my suggestion is:

Convalescence: This item has a small chance percentage chance to heal you for x HP when you take damage.

Now I see two separate scenarios here. Gaining back actual HP might be too OP, so why not temporary HP? It wouldn't stack, and that way it could be a high amount. All you would need to do is put brackets around the temp HP like so [+20] in addition to the hitpoint bar.

Second item that kind of got me peeved: Shadowstalker.

At first I was all for this armor. It's got great stats, and the only drawback was the +2 AP cost which threw me off a little bit. I even thought about going heavy armor prof to wear this personally, but then I realized:

Serpent's Hauberk is not only the same thing, but it's even better. Sure you lose the Fear effect that procs 20% of the time and isn't even that impressive considering the fact that an increased AP cost will lower your chances of landing it further, as well as 6% BC\1-2\small regen on kill. But just look at the difference:

Shadowstalker 21% BC 1 DR -5% AC 1-2 damage 3 HP 2 AP On hit 20% Fear x5 rounds, On kill gain 1 HP
Serpent's hauberk 14% BC 2 DR 12% AC 8 Crit Skill 8 HP


It might be just me, but the AP cost just KILLS any hope I had for wearing this armor. Sure you could spend 3 skill points to cut it down to one, but even then those skill points could have gone to a variety of different places which would have better benefited you. So my suggestion is:

Improve the Fear effect. Perhaps even change it to Terror, or add some kind of hidden ability such as a Fear Aura (small chance to paralyze enemies in combat) or something that would cause enemies to flee from you (which could aid in the way of crowd control or something similar). I mean it doesn't have to be the best armor in the game, I just wish I had more incentive to use it :D


Those are the two I had been thinking about for some time. If you have any feedback or suggestions on other items that you think should be balanced in some way (doesn't even have to be L\E's I guess) feel free to post it here!
Thystonius
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Re: Balancing L\E's

Post by Thystonius »

Not going into my game mechanics argument again, but responding on your remark here, I agree with both of the items. I only got the GoLF to make my set complete.
Lvl 74|XP 7,280,442|€ 364,324|2013.08.27
HP 229|AC 238%|AD 46-55|AP 3|ECC 25%|CM 3.0|BC 140%|DR 10|SR
RoLS 2|ElyR 1|RoL 0|ChaR 0|GoLF 1|ShaF 1|SRoV 0|VSH 0|WMC 0|GoW 0
WA 1|HH 1|Clv 1|BS 5|CS 2|CE 1|IF 5|Reg 1|DPS 1|DP 1|SP 2|LAP 1
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