Post by thebedshow on Mar 2, 2019 3:11:37 GMT
Since the game is closing this weekend I thought I would write up some feedback for the downtime to hopefully make some changes.
General Feedback
Leveling is far too fast and easy for all classes. In DFC there was a careful balance between the speed a class could level and it's power level in PvP. Right now most classes can basically level at a very quick rate and classes like skeletons or trolls or were made to level fast and be higher level are irrelevant due to this. I don't know if I have the perfect list for leveling speeds but it should be something like the below:
PvP is near pointless unless you are a stabber or a tapper. Having invaded lots of time on my lizard, I could either 1 round a lowbie or do basically nothing to anyone because they just sat in parry. Stabbers and tappers just run rampant without any defense to stop them. Just mentioning walls/guard/rezzing here as well for good measure
Defense seems to be completely reversed from how it should be. The most defensive classes are the tappers. I know that armor isn't working right, but I felt that it should be mentioned anyway.
Gear is far too common and high level gear is far too abundant. The level 5 shields casters get should not be on gear or maybe only on gear that is rare as shit from NPC invasions. I know the levels of dex/int/str gear aren't super relevant to their DFC counterparts, but the max level stat gear should not just drop from tomb or the equivalent in good/evil.
Weapons are very very very boring apart from a couple level 60 ones and their names. There shouldn't just be 100s of different weapons that are all basically exactly the same. The timers/damage/stun rate/bleed rate/etc could be different on each unique weapon, but currently it is just look for the highest level 2h weapon and use it. On that note, 1handed weapons are pointless in the game and need to be massively improved. I think if you can change the timers/damage/stun rate/bleed rate/etc like I mentioned this can help bring them in line.
The expertises are either unclear or not working at all. Prior to the next beta, during closed beta, there should be significant testing to identify what expertises will work and exactly what they do. This information should be made available or an even better option would be if you could somehow hide all the expertises that do not work
It is not clear what stats exactly do and without a massive amount of rerolling (some people did this, poor Spec) it is basically impossible for a player to figure out what stat effects exactly what. This information should be made clear prior to the next beta test. Spec may have more info on this, but it seemed like there was 0 value to increasing certain stats beyond a breakpoint (like Dex) and that breakpoint was super easy to hit. That should not be how the game works.
Regen/Vital are way too powerful right now. The amount of fat you lose from moving should be lowered for low levels and regen/vital should be nerfed into the ground.
Lizards
I was the highest leveled and lizard with the most experience in all aspects of the game during PDF I would say. I think lizards are in a fairly ok place in comparison to most other classes, other than the overall problem of damage being way too high. Breath has a few issues though that would be nice to be corrected before the next beta phase.
As with all plate classes, Lizards suffer massively from the plate/armor not being fully implemented.
If damage overall is going to go down (it should) then lizards, and all melee classes, need to be able to actual stun enemies when hunting. When battles last longer melee classes rely on stuns to reduce the damage of creeps. This is true for any class with double (doubly so for skeletons tbh) and the reduced defense or w/e it does not is not a valid replacement.
Kobolds
I leveled a Kobold to 60, but never pvped so I will only comment on actually hunting and things surrounding that. Dyno/Spec/Heartless can comment better on most of this
Like some other mechanics, hide is massively broken.
Backstab pass rate does not appear to be effected by stats that I could tell, it seems like only level effected it. It would be very nice if attack was relevant for backstab pass rate. Another issue is that the roll for backstab and the roll to actually hit and do damage are separate and you can miss successful backstabs. This probably should not be possible and from having it happen a lot I can say it is very triggering.
This is not my complete feedback just something I wrote up after hearing about the shutdown. I have been hardnose grinding as you guys could probably tell from all my characters lol.
General Feedback
Leveling is far too fast and easy for all classes. In DFC there was a careful balance between the speed a class could level and it's power level in PvP. Right now most classes can basically level at a very quick rate and classes like skeletons or trolls or were made to level fast and be higher level are irrelevant due to this. I don't know if I have the perfect list for leveling speeds but it should be something like the below:
- S tier - Trolls/Skeletons
- A tier - Lizards/Paladins/Wolves/Monks
- B tier - Rogues/Imps/Kobolds/Drain vamps
- C tier - Gnolls/Rangers/Zombies
- D tier - Orc/Priest/Coven/maybe Ogre/BH
- E tier - Necros/Sins/Wizards/Craftsmen/Xio Demon/Goblins
PvP is near pointless unless you are a stabber or a tapper. Having invaded lots of time on my lizard, I could either 1 round a lowbie or do basically nothing to anyone because they just sat in parry. Stabbers and tappers just run rampant without any defense to stop them. Just mentioning walls/guard/rezzing here as well for good measure
Defense seems to be completely reversed from how it should be. The most defensive classes are the tappers. I know that armor isn't working right, but I felt that it should be mentioned anyway.
Gear is far too common and high level gear is far too abundant. The level 5 shields casters get should not be on gear or maybe only on gear that is rare as shit from NPC invasions. I know the levels of dex/int/str gear aren't super relevant to their DFC counterparts, but the max level stat gear should not just drop from tomb or the equivalent in good/evil.
Weapons are very very very boring apart from a couple level 60 ones and their names. There shouldn't just be 100s of different weapons that are all basically exactly the same. The timers/damage/stun rate/bleed rate/etc could be different on each unique weapon, but currently it is just look for the highest level 2h weapon and use it. On that note, 1handed weapons are pointless in the game and need to be massively improved. I think if you can change the timers/damage/stun rate/bleed rate/etc like I mentioned this can help bring them in line.
The expertises are either unclear or not working at all. Prior to the next beta, during closed beta, there should be significant testing to identify what expertises will work and exactly what they do. This information should be made available or an even better option would be if you could somehow hide all the expertises that do not work
It is not clear what stats exactly do and without a massive amount of rerolling (some people did this, poor Spec) it is basically impossible for a player to figure out what stat effects exactly what. This information should be made clear prior to the next beta test. Spec may have more info on this, but it seemed like there was 0 value to increasing certain stats beyond a breakpoint (like Dex) and that breakpoint was super easy to hit. That should not be how the game works.
Regen/Vital are way too powerful right now. The amount of fat you lose from moving should be lowered for low levels and regen/vital should be nerfed into the ground.
Lizards
I was the highest leveled and lizard with the most experience in all aspects of the game during PDF I would say. I think lizards are in a fairly ok place in comparison to most other classes, other than the overall problem of damage being way too high. Breath has a few issues though that would be nice to be corrected before the next beta phase.
- Breath goes on cooldown when targetting nothing or targetting yourself, this is a constant problem while hunting and should be fixed
- Breath reduces armor during combat, not sure if this is a bug or some attempt at balance but there is no indication this happens unless you are constantly checking info (thanks again Spec)
- Breath misses way too much and the damage it does in comparison to double is way too low. Shift some of the damage from double into breath.
As with all plate classes, Lizards suffer massively from the plate/armor not being fully implemented.
If damage overall is going to go down (it should) then lizards, and all melee classes, need to be able to actual stun enemies when hunting. When battles last longer melee classes rely on stuns to reduce the damage of creeps. This is true for any class with double (doubly so for skeletons tbh) and the reduced defense or w/e it does not is not a valid replacement.
I leveled a Kobold to 60, but never pvped so I will only comment on actually hunting and things surrounding that. Dyno/Spec/Heartless can comment better on most of this
Like some other mechanics, hide is massively broken.
- Restealthing in the same room you are fighting is way too easy and a lot of the time when grinding (at or below your level) it would just be hide > backstab over and over. It seemed way too powerful and mindless, especially because a lot of the time you could do it in defensive or even parry and still 1 shot.
- There is no indication when hide fails if you have been attacked within that room.
- Mobs will attack you even if you are hidden if you are on their "aggro table" at all. This will continue even if you are hidden and sneak out and back in that room. Not sure what the aggro table is needed for, but a successful hide should clear the aggro table
Backstab pass rate does not appear to be effected by stats that I could tell, it seems like only level effected it. It would be very nice if attack was relevant for backstab pass rate. Another issue is that the roll for backstab and the roll to actually hit and do damage are separate and you can miss successful backstabs. This probably should not be possible and from having it happen a lot I can say it is very triggering.
This is not my complete feedback just something I wrote up after hearing about the shutdown. I have been hardnose grinding as you guys could probably tell from all my characters lol.