EternalLurker
Reminds me of SkyFyre. That'd make Sisily the Paladin, Neraine the Hunter, and Gelyan the Knight. However, just as in SkyFyre, enemies do too much damage for Endurance to be of much help; if you want to survive, Agility is more cost-effective. Here the situation is even worse yet since Frozen is such a debilitating status ailment, nearly guaranteeing that you'll take tons of damage, while Poisoned isn't a big deal, so that's all the more reason to take Agility over Endurance. To balance Endurance with Agility, Endurance needs to have more of an effect on HP recovery and max HP. After all, Agility is currently better than Endurance for survival has offensive potential (increased Attack Speed).As for the beasts, there's one obvious bug right off the bat: Flame Bearer increases Power by 3 but claims to increase it by 4. However, even if it increased Power by 4 the Salamander would still be too weak. Violet Thunder is comparable to Inferno and neither Spark nor Fire Bolt are useful yet (in fact, at this low level the beast attacks are so weak that it's better if they never attack, so you can save up your Energy for their special Breath Attacks). Therefore, Ladon having x1.5 Speed is an absolutely overwhelming advantage. After fixing Flame Bearer to increase Power by 4 as it says it does, consider making Fire Bolt do enough damage to matter (about twice what it currently does) in order to bridge the gap between the Salamander and Ladon; alternately, decreasing the cost of Inferno to 45 Energy could balance them, but I personally like them both being at 50.Gelyan is, unsurprisingly, underpowered at the moment. I'm sure that'll change since A: his perk makes him stronger over time, so at low levels of course he'd seem weak; and B: we haven't seen the item-carrying side of his perk yet, so I'm not worried right now. Oh, and another glitch: on the first screen his Endurance and Agility stats are switched.As for weapons, for the most part things seem balanced and interesting, but I'd suggest increasing the damage and (to compensate) reducing the fire rate of both Toxic Bolt and Azure Dance. Azure Dance wipes out any number of the smaller enemies as it currently is, but isn't effective enough on bosses; this would make it less overpowering during the level and yet allow it to be of more use in the final fight. As for Toxic Bolt, I only mean increasing the damage, not the poison
an
Right now every 3 Endurance raise HP recovery by 1 and every 2 agility raise dodge rate by 3%. I will raise it to 2 Endurance/1 Recovey and 1 agility/1 dodge and see how it works.About the beast normal attack, I don't want them to be too strong at first since player need to have high morale for them to be reliable and deal consistent damage. Are they really that useless? They only cost one Energy per use so most of the time your character will recovery the Energy faster than they spend. (if you have low empathy, they will use normal attack less frequently).Sala right now does seem to be underpowered tho. I will raise his flame bolt damage to 200 explosive and see how it work. (right now it is 100)For comparison sake, Ladon's double spark deal 200 damage per shot( 400 if both spark hit), but it doesn' hit surrounding enemies.Thank for the quick review EL. Those are some useful info.EDIT My bad, double sparks actually deal 100 x 2 damage . I will double the damage of spark as w
EternalLurker
If you're not Neraine, however, then those little enemies actually have a chance of hitting you (really, Neraine can just hold Azure Dance and is invulnerable to them all). I don't know how common Freeze is going to be in the full game, but in this first level all of the little enemies have it. That's the reason that, at the moment, Agility is more powerful than Endurance.If you prepared for a wave of those little ramming enemies, you'll kill it. They're little enemies, so they're meant to go down easy if you're expecting them. So Endurance and Agility only factor in when a wave of enemies comes out of nowhere, surprising you when you're prepared. Assuming you don't have Azure Dance to wipe them all out, this will probably mean Gelyan or Sisily will have to move out of the way. With Endurance, if you don't quite move in time and the first enemy hits you, you are pretty much screwed: you will get frozen and then hit by all of the other enemies in the wave for massive damage. With Agility, you've got first of all a chance to dodge the attack entirely and THEN a chance to dodge the Freeze effect as will, which means you've got TWO chances of getting away from the rest of the wave even after the first one touches you.Against individual enemies, or enemies without freeze, Endurance is probably balanced against Agility. But if all the little ramming enemies are going to have Freeze then Agility is definitely more powerful, unless Poison does some absolutely massive damage. Don't forget, also, that (unless I'm mistaken; the game's fast-paced so I may be wrong, and I'm not really free to test too often until next Thursday) every time you get hit you won't recover HP for a little while, so Agility actually helps with HP recovery.How does Neraine's perk work, though? Does it increase the effect that Agility has on her dodging ability? If so, then perhaps it's really mainly overpowered for her and somewhere closer to balanced for the others. I'd still say Agility is more powerful than Endurance for Sisily and Gelyan from my tests so far, but it's probably not quite as bad as my skewed opinion due to Neraine's awesome dodging is making it sound.Personally, based on the formulas you mentioned, I'd change it to 1 Endurance = 1 HP Recovery (as you said) and 20 HP, but Agility is fine at 1 Agility = 1.5% Dodge chance. It's largely the freeze-vs-poison issue and the fact that Agility also increases offensive capability which makes it an issue. How much does Agility affect Attack Sp
an
Btw, once you are hit, you are immune to all damage for 0.33 seconds.Nera perk increase her dodge rate by 10 and 1 extra for every 2 level. 1 endurance for 1 HP recovery is too much. The issue comes from player will be able to not finish up enemies and wait/avoid for all her/his HP to recovery to full so i want to discourage that trick.About Agility/Attack Speed:Each attack has an base delay. Every 4 agility decrease that base delay by 1, to the mimium of 2. The game time clock is 32 count per second.For example, Crystal dust has a delay of 9. 12 Agility will decrease that delay to 9 - (12/4) = 6. Starting Nera will shoot 32/6 = 5.3 times per second. If Nera has 28 Agility, she can shoot 32/ (9-28/4) = 16 times per second.So, the lower the base delay, the more beneficial agility is to that attack. Using Nera for example again, 12 to 28 agility will increase DPS of Crystal Dust by 300% but only increase DPS or Azure Dance by 184% ( Azure Dance has the base delay of 16)
EternalLurker
ay for Thursday. Exams and all are done. I have limited Internet access up here in Canada, but I'll try to get some testing in before the week
droe
ey all I am new and happy to be helping out. I have found some problems should I start a new topic? I am droe on skype if anyone wants to talk to
an
Hi Droe Welcome to the Wings of Genesis testing team. Please start a new topic and let me know about the problems
EternalLurker
First off, you disabled experience gain. Can't really test character balance if I'm just analyzing their level 1 versions, but I'll give it a try anyway.Neraine:I still don't like the fact that Azure Dance can hit from here, but more importantly, Crystal Dust is underpowered. Increase its firing rate a bit so that it does more overall damage and freezes enemies more often. I'd suggest shrinking the hitbox on Azure Dance a little bit, like I suggested in the previous version, but it's not a big deal, I guess.Gelyan:Perfect as-is, I think. Toxic Bolt is fun.Sisily:Flame Orbs are overpowered now. You can lay WAY too many. I dunno what you changed between the versions, but now she can lay 6, 7 orbs easily. Way too much damage, and hiding behind a shield of Flame Orbs makes her pretty much invulnerable. Considering the fact that her beasts are also more powerful, Sisily is completely broken. Limit the amount of Flame Orbs that can be onscreen at once to 2 or 3 and she'll be okay; anything more than 3 is too good.Salamander:I like good ol' Sally now. Feels like Bahamut Lagoon's Salamander: the cute lil' red guy that sticks with you all game, taking levels in badass.Ladon:Heh, interesting: takes more effort to use, since it's fast so you wanna dodge the enemies, but also takes less effort to use, since it pulls stones to you.Simurgh:Kinda overpowered. Grand Jury and Law Keeper are both exceptionally strong. One or the other needs to be weakened. I suggest weakening Law Keeper's damage significantly; Grand Jury is kinda cool as-is, massive and flashy, but Law Keeper just dominates the field too easily with too little player effort.Naga:The tail isn't very smoothly animated, at least by your normally awesome animation standards. Just watch it for a bit and you'll see what I mean. I like the concepts behind its abilities, but it's a bit underpowered; pop Ocean Blessing up to 30% Energy recovery and it'll be perfect. Since it's obviously meant for Neraine, and she normally has Energy issues, 20% isn't sufficient; it uses 2 Energy whenever it fires, after all. Ladon is better than Naga at the moment, and that's not good.Cyclop:Again, the concept is good, but it's slightly underpowered. It needs to open its eye a little more frequently and then it'll be perfect.Usable/Equippable Items:I'll do more testing of these later, but for now they all seem pretty cool, though some of the equipment is not very balanced. You said not to point out word mistakes, but I have to mention one: the Cursed Pendant and Arcane Earrings both say "Disable natural health recovery", but for the Arcane Earrings you mean "Disable natural energy recovery". Those two items are both quite underpowered, by the way; the Cursed Pendant is okay if you have low Endurance, but it still usually does more harm than good, and the Arcane Earrings just cripple everyone because the beasts' shots waste more Energy than the Earrings can possibly gain through damage. It's like if Death's perk gave her massive health loss each round but the vampirism compensation were only 1% HP leeching: she'd be usel
an
hank you for the report EL. Good stuff. I will upload the next version soon with all beasts finis
EternalLurker
In case it wasn't clear, by the way, the issue with Sisily's Flame Orbs is that you can keep tapping the mouse button to lay about 6. If you just hold the mouse button it usually fires at the same rate it did in the previous version, but if you keep pressing the button, she goes crazy and annihilates everything.
an
QUOTE (EternalLurker @ Jan 25 2010, 05:56 PM) quotecIn case it wasn't clear, by the way, the issue with Sisily's Flame Orbs is that you can keep tapping the mouse button to lay about 6. If you just hold the mouse button it usually fires at the same rate it did in the previous version, but if you keep pressing the button, she goes crazy and annihilates everything.QuoteEndQuoteEEndOh I see. Can you test it on other slow firing weapons such as Gely's bolts and see if that trick can be used
EternalLurker
Every weapon in the game aside from Azure Dance can be fired as fast as you can click...to a point. It seems only a certain number of projectiles can stay on the screen at one time. Because of that, firing by clicking really quickly is balanced: you get a lot more damage for a short time, but then you can't fire at all as you wait for the projectiles to leave the screen. So yes, it works with Gelyan's weapons, but it's balanced with them. It's only overpowered with Sisily because the number of projectiles that can stay on the screen at one time used to be 3 for her Flame Orbs and is now something like 6 o
an
ew version updated with all beasts implemented. Testing info sent to test
EternalLurker
this picture? If you sit there, the flower turret's shots will always miss you. It'll constantly aim below you. I'm not sure why. That never happened before; it used to be accurate as long as you didn't go it (which was a trick you could do to kill it with Azure Dance, as I pointed out in in post 11 on this pa
an
ol odd. Does it happen with other char too or just s
EternalLurker
Have you changed the attack patterns, too? Enemies seem to come a lot more rarely; they don't keep flying in while I'm fighting the flower turret, for example. Unless maybe that's just for Hardcore mode to compensate for the insane amount of health the flower
an
Also, I should have told you this but please don't post any screenshot of the game on a public webpage. You can attach it to this forum. It is not serious issue but i would rather not having screenshots of the unfinished game on the web but h