Game design/balancing

After playing some hours and getting to endgame, I have some concerns for design and the direction and just wanting clarification.

If the design philosophy is to be zoomy like other ARPGs, then nothing needs changed or fixed imo. If, however, you’re wanting to lean into the methodical combat approach that you experience from early to midgame and honestly further if you don’t abuse some unintended interactions.

The following things need to be removed or severely tuned down because they totally trivialize combat:

  • ANY/ALL % gems 40-100% increased enchantment effect because of x modifier
  • durable/durability/% of durability scaling

For testing, I created an armor piece utilizing some of the above interactions. Unequipping this chest piece I go from 91% resist (physical being 91 and all others being higher) down to 19% physical resist (the elemental resists are 30-40 each). This is a big issue. You can likewise do this on weapons for insane damage boosts as well. On top of those fixes/tweaks…rune damage for some weapons is potentially still too high compared to other options but it’s hard to tell with damage scaling based on the above existing and throwing things to over 9,000. It’s also hard to have any standard metric for defenses of players, monster scaling, etc because of these existing.

I also made a gear setup NOT utilizing any of the above interactions, full plate and each roll having +6% physical resist and I was only able to get up to 63/62/62/55/55 resists – physical being 63%. This was with a 300 weight loadout – 13 points into weight, 43 points into health, 26 into a damage stat, and 5 into stamina. This level of tankiness is most likely fine for solo but the second you attempt multiplayer with 2,3, or 4 players – the increased damage scaling is so high that even full blown tank like this cannot withstand hits. This issue further leads into pure glass cannon damage stacking. Not sure if intended and would love to hear dev thoughts on this feedback.

Also, I’ve ran some tests using the builder and it seems like the above full armor combined with 800 shield with 15% damage resistance, exalting all of those physical resistance rolls, the damage resistance on the shield, etc only results in 82% physical reduction versus equipping that 1 chest piece and getting 93%.

Again, the reason this is an issue is because 82% for full tank in solo may be fine but because of damage scaling in multiplayer you the damage turns this into not enough reduction.

TL:DR There are a few interactions going on that trivialize the game and are leading to balance issues for multiplayer and the game in general. They seem antithetical to what the devs are trying to create.

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repeated myself a bit at the end. sorry.

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What are they thinking with these percentage modifiers… sadly we can’t really have skill based combat with randomized stats loot drops. PoE2 tried it and failed, no rest will probably fail at it too.

They just need to reign it in big time. You can still have a satisfying loot hunt and crafting system without insane 10x damage mods. Limit enchants to one dps mod per item. Save the big numbers for highly conditional bonuses. Get rid of the problem outliers like durability scaling. Just start hitting stuff with the nerf hammer until the combat goes back to being soulslike.

The stats of this game scale everything multiplicatively, doing a full build often means breaking the game.

It’s obvious that the developers have never developed an RPG. They saw that the Elden Ring bonuses were small and thought it was boring because the differences weren’t noticeable enough. This is the result.

They made some really bad decisions about the effects.

Example: Focus gain % Focus cost reduction are almost the same thing, but they scale multiplicatively, so if you only have one of the two, everything’s fine, but if you have both, you suddenly spam runes.

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Felt this in my bones. So many of the design decisions of this game make me go “Yeah, it’s gonna be a fun first time playthrough.” Can they salvage it? Maybe, but I suspect many of this games problems won’t be addressed until most people have moved on. Especially since they appear to be pushing 1.0 instead of fixing core mechanic issues.

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Hard agree that almost all % values across the board deserve nerfs. Combining crit chance with damage % after damage dodged virtually guarantees a one-hit kill on anything that doesn’t have a boss health bar, regardless of difficulty.