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Rogue fable iii shield wall1/4/2024 But killing things with fire while in the Core, and succeeding, is still amusing. It has the risk of setting things on fire when you don't want to, akin to shocking yourself in water with the Storm Staff, but it is a single hit weapon and it feels like more often than not you run into things with fire resistance, and can throw more effective fire back at you. While Fire is typically thought of as being a very destructive element, it pales in comparison to to the DPS and safety of Poison Staves. It is strong in some situations, can get you killed in other, and is weak vs certain enemies or strong solo enemies. The Storm Staff comes in second with its ability to zap nearby enemies, while also making any body of water into a deathtrap at will, but the amount of power it has feels like what a Greater should have. Those extra ticks of damage almost makes it into a fire and forgot weapon for most of the run. Using a Greater Staff of Poison (to me anyway) feels like a no-brainer. In terms of effectiveness for Great Staves, I look forward to the absolute "holy war" that's going to ensue in the last month of dev when we all start arguing about the actual final balance :P Sprint (good to have mobility to get out of sticky situations)Īgain, won't be getting into super fine grain balancing quite yet, but I'd like to at least give a bit of a boost to the guys that are consistently at the bottom and a bit of a nerf to the guys consistently at the top. Strafe Attack (ALWAYS GET IF YOU CAN, makes all runs much easier) Strongest Talents I always get if I see them : Rogue (No crowd control, some skills aren't that good (nimble fingers, smoke bomb), very good if abusing sleeping crits but needs a weapon to perform) Warrior (Not much crowd control, needs a weapon to perform) Very affected by floors with lots of water) Squishy meleer)įire Mage (Weakest mage since it seems more monsters resist fire than other elements. Storm Mage (Good crowd control, best use of water)Įnchanter (Confuse and mostly Charm, low direct damage)īarbarian (Without strafe it would be bad, positioning is everything, performs mediocre with beginning weapon)ĭuelist (Lunge 3/3 is very strong, strafe and evasion is good. Ice Mage (Ice cloud and hide around a corner takes care of almost anything. Ranger (Strafe is very good, and evasion too. Necromancer (Heals, has infinite mana, can go skele route for "less tactics") Strafe attack and evasion are just no brainer talents that are universally amazing My tier list ATM would be all the range based characters and duelist are "too good" and warrior Barb and rouge are "not too good" Storm > Fire > Ench >= Ranger > Necro > Duelist > Ice > Warrior >= Rogue > Barb Maybe I just don't know how to play him, but in my mind, that's his drawback. Some skills/talents still need balancing.īarb: The issue with him seems to be that he is very slow at recharging skills AND doesn't have mp. Also, just because a character is balanced doesn't mean they have useless and/or overpowered skills. NOTE: I have low experience with ranger and duelist, so my opinion may be a bit skewed. Rogue>Ice>Duelist>=Storm>Warrior (balanced)įire>Barb (especially after axe nerf) (need a buff) Here's some examples from our discussion last night: From a lot of our discussions in discord last night, this maybe have more to do with specific talents, so if you feel that its a particular talent or two that is the culprit here, please list that as well. What I'm looking for here is a rough ordering of classes in terms of Strong, balanced, weak. My goal has always been to design for expert players and then do everything possible to support new players becoming experts. This will be coupled with doing everything possible to make the game more approachable, learnable and intuitive to new players. Though I'm not gonna be attempting to get the balance anywhere near perfect until basically the month before full release when the content and mechanics are finalized, I'd like to get a rough idea of how we're looking right now in order to at least tackle the extreme edges of the balance curves.Īs just a general trend I am looking to make the game gradually more difficult over the course of early access, especially for more experienced players, so one way of doing that will be identifying broken classes, talents, or combinations and polishing them down a bit.
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