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Author Topic: Vanquisher Gameplay Feedback  (Read 6026 times)

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Vanquisher Gameplay Feedback
« on: »
Feedback from Zidders

Quote from: Zidders Roofurry
23 Oct 2014

Started a Vanquisher on elite this morning. I turned off all my mods excpet for the Runic dev-released ones since those only affect the area layout. Played up to the corrupted crypt-I think it feels a bit OP to me. It's playing more like the difficulty below it. It's funny using richochet with a shotgun.

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Re: Vanquisher Gameplay Feedback
« Reply #1 on: »
Feedback from Chthon now...

Quote from: Chthon
15 Nov 2014

OK, time for another massive post. This time the vanquisher is in my sights.

First off, the particle art is amazing. Throughout. Even when I don't say it for every single skill, just imagine I said it.

Second, again, I'm focusing on the problems, because that's where the attention is needed. Please don't think my view is negative overall because my is on the problems.

Third, my thoughts about passives are the same here as they were in the Destro thread. So I'm not going to repeat them.

Fourth, ranged weapons have balance problems in TL2 that are the fault of the devs, not the custom class designers. But I think custom classes have an opportunity to fix it as well as possible. I'll come back to this again after the skill comments with some details.

Now for the skills:

Ricochet: Perfect in all respects. Looks nice, balanced, inventive tier bonus.

Frost Pilum: Looks better than awesome, no balance problems.

Eye of Storm: Why is there a "charge rate bonus 0%"? Also, the block penalty has odd phrasing and no capital letter. Otherwise fine.

Seeking Shot: Fine.

Explosive Shot: A really admirable attempt at taking one of the most imba skills in TL1 and making it sane (slow cast, high cost, shot range doesn't reach edge of screen). It's still a little on the strong side, but I don't think there's anything more you can do while staying true to the original spirit. Tier bonus is inventive.

Arrow Hail: Looks beyond amazing. Bug: I'm getting 8sec at rank 1. As a Venomous Hail clone, this skill is just as OP as Venomous Hail. I guess that's OK, since that's where Runic set the bar, but I would weaken this skill if not for the precedent.

Needle Arc: Fine. Somewhat lame, but the original was lame and I'm not sure there's any way to fix that while being true to the original. The tier bonuses at least make it a defensive skill. Also, looks great.

Stab: Our fist serious balance problem. This skill is way OP, especially when it gets fast from the tier bonus. Compare this to the Zerker's Raze skill -- the damage here is nearly as high, it's more spammable (especially w/ tier bonus), and it hits multiple targets. A (partial?) fix might be to make it a single-target skill. (Aside: note that however Raze does single-target-ness is bugged - the user can bypass it and hit multiple targets with shift.) Also, this should maybe require a melee weapon so that we don't end up with builds that excel at both ranged and melee damage. ("I punch you with my pistol!")

Steel Dance: Bug: The dodge bonus not working. Balance: The narrowness of the dodge mechanic make this borderline not worth it. Needs more spice. Query: Why isn't this a stance like Eye of Storm?

Wind of Justice: Bug: Something's funky here - I KB+stunned a monster but did not damage it... Balance: Underpowered. Could use a shorter cooldown -- just fast enough to push melee away each time it closes in. (If it starts to feel too much like spammy damage when you do that, increase the KB so you can increase the recharge back up.)

Poison Dirk: Here's our second big balance problem. This skill is even more OP. At full rank, it's an omni-directional, homing, piercing AoE that deals hybrid WDPS and flat damage, with a fast cast speed and no recharge... guys, really? Really? The damage numbers are pretty low, but I'm not sure it's even possible to balance a mountain of strong mechanics this big no matter how low you make the numbers. Some of the aforementioned awesome needs to go.

Ambush: The delay from activation to hit is just too long. Throwing knives in random directions to pass the time looks cool, but doesn't solve the problem. Bug: Won't cast without target even with shift+click.

Hamstring: Is this supposed to be a Savage Rush clone? (I ask because that's what I get if I hold down RMB and move with LMB.) If so, the speed boost is way OP (even more OP than Poison Dirk) because monsters have zero chance of hitting me at that speed. (If not, then I can't really evaluate because it's not working as intended.) Also, the description needs cleared up so that you can tell which effects go on you and which on the targets.

Lightning Bomb: Looks amazingly awesome, Balance is fine.

Flame Trap: Fine. But why KB? Wouldn't pull be better?

Smoke Bomb: 0% WDPS? Needs slightly bigger range for blind. Teleport to mouse might be better than teleport backwards.

Fletchette Trap: Here's our third (or maybe fourth) big balance problem. It's far too easy to kill stuff that's way out of aggro range, and even way off the screen. Either needs the throw range or the shoot range reduced. Also, needs a longer cooldown. Maybe give it a faster cooldown with tier bonuses.

Devour Trap: A little lame. Maybe this should pull more foes? Maybe have a *chance* to pull each foe in range? Also, seems to have an undocumented stun. Also, also, this is the only skill with art problems -- the black cloud does not play well with ground textures, sometimes appearing underneath them, and sometimes doing this funky thing where it alternates rows of pixels with the ground texture.

Flame Bolas: I think the flat fire damage should come at the very end of the lifespan (currently it seems to come on-hit) and should be AoE (this skill is too fiddly/delayed for just single-target damage). Also, immobilize+flee = durr.... Needs a new tier bonus.

Shock Trap: Looks insanely cool. Same balance problem as Flechette Trap (killing things at extreme range) and needs the same fix (either reduce throwing range or reduce firing range). Also, seems to be missing an animation for shooting things.

OK, now coming back to the topic of ranged weapons:
The problem is that pistol(+shield) is strictly superior to bow, xbow, shotgun, and dual pistol. Bow, xbow, shotgun, and dual pistol each have built-in advantages (range, AoE cone, execute) that more or less balance the basic attacks, but that collapses as soon as you start using skills to do damage (since skills have their own range and projectiles/AoE that override the weapons' traits). I've put some thought into this, and the best solution I've come up with is to dink with the skills to give them extra layouts/damage shapes in event blocks conditioned on having a certain weapon. (This is planned, but not implemented, for the outlander overhaul in my mod... someday.) I'd suggest something like this (some of these are half baked):
Ricochet & Frost Pilum:
- bow, xbow, and dual pistol have a chance (scales with skill rank) to fire a second projectile right after the first
- shotgun always fires a short AoE cone in addition to the projectile.
Seeking Shot:
- bow, xbow, and dual pistol fire 1 extra projectile per tier (1/2/3/4).
- shotgun always fires a short AoE cone in addition to the projectiles
Explosive Shot
- bow, xbow, and dual pistol do something???
- shotgun fires a few small extra explosions around the periphery of the first.
Arrow Hail:
- bow and x-bow add an extra circle-shaped damage shape at the center of the main damage shape. Extra damage shape does 50% as much damage as the main one.
- shotgun adds an extra ring-shaped damage shape around the outside of the main damage shape. Extra damage shape does 50% as much damage as the main one.
- dual pistol replaces the main damage shape with two smaller damage shapes in a visa logo configuration. Each shape deals 75% as much as the main one.
I'd lean towards not tweaking the other WDPS/WDMG skills since they might be used with non-ranged weapons.
While I think these changes improve balance overall, I can also appreciate the opposing opinion that it's not a mod-maker's job to over-complicate his or her class's skills in order to fix Runic's bad weapon balance. Do with it as you will.


Re: Vanquisher Gameplay Feedback
« Reply #2 on: »
Ahem, so... it's been 8 months, but I've finally started addressing the issues Chthon commented on.

I appreciate the feedback and have made many of his suggested changes (to Ambush, Hamstring, Wind of Justice, etc etc).

However, I just can't bring myself to change two of the skills he found to be large balance problems: Poison Dirk and Stab.  Here's my reasoning:

1) The Vanquisher lacks any good survival skills.  Most vanilla classes have a strong survival skill (except the Embermage).  Forcefield, Stone Pact, Shadow Burst, etc.  The Vanq doesn't have any of these and so is really squishy in melee.  The Vanq's best bets for survivability are ranged skills and turrets.  The rogue tree's attack skills are balanced around this handicap.

Poison Dirk
Compare this skill to Ember Quake or Wolf Pack.  Both of those skills deal significantly more damage.  Ember Quake has many of the same dynamics as Poison Dirk: omnidirectional, homing, piercing, multi-missile.

Ember Quake actually has greater range than Poison Dirk.  Wolf Pack has the Tier 3 bonus of becoming really cheap to cast.

Combine all this with the fact that these classes, Engineer and Berzerker get free damage reduction and a strong suite of melee survivability skills and I don't think Poison Dirk is too strong in its current form.

Stab
Largely the same considerations as for Poison Dirk.  The skill might be strong, but the Vanq lacks survivability and so the idea was that she would make up for it with somewhat better damage capabilities.

Compared to Raze, the skills are slightly different.  Stab only deals damage and maybe breaks shields.  Raze locks down a single target with 100% interrupt chance, slows, grants a chance to miss, stuns and also increases the Zerker's power with each hit.  Raze has a laundry list of debilitating effects making it super useful for locking down powerful enemies like the Mirka Shamans in part 2 of act 1.  Stab trades that lockdown aspect for a small area of effect and a short lunge-like move.

Also, the lack of a melee weapon requirement is true to TL1 design and I suspect it was always intended the Vanq could use the skill in conjunction with ranged attacks.  The ability to hit multiple opponents is also true to the Vanq's design in TL1.

Please reply with any comments on the above.

Re: Vanquisher Gameplay Feedback
« Reply #3 on: »
Not really a Gameplay feedback as i just started the TL1CP mod with Vanquisher class but notice a tiny cosmetic graphical bug concerning the Charge Bar :



Knowing Photoshop well, i guess original picture for the Vanquisher Charge Bar is in PNG format and this line is probably some pixels which are not deleted during creation process.

Best, JacKc.

Re: Vanquisher Gameplay Feedback
« Reply #4 on: »
Hey thanks for that observation JacKc! I'll dblcheck the files.

@TwinkleToes was this the image you also said needed more desaturation?


Re: Vanquisher Gameplay Feedback
« Reply #5 on: »
Notice the same cosmetic graphical bug for Destro Charge Bar...Not yet check but maybe it is the same for the Alchemist Charge Bar.

On a side note, some icons, Charge Bars and most of the GFX for the TL1CP classes are amazing !!!

Re: Vanquisher Gameplay Feedback
« Reply #6 on: »
...Vanquisher class but notice a tiny cosmetic graphical bug concerning the Charge Bar :
Hi JacKc! I was not able to replicate the graphic glitch you described. Maybe because I'm playing at 1366x768 resolution (my poor old laptop cannot handle more!).

But I updated the image file used for the Vanq charge bar anyway and put it in a test-mod. It runs with TL1CP but I can't tell if it has fixed the glitch (since I can't see the original glitch). Pls try it out and see if this solves the problem...

https://drive.google.com/file/d/0B2aVtkeuHrtcSk1ielUyTlk5d2M/view?usp=sharing


Re: Vanquisher Gameplay Feedback
« Reply #7 on: »
It perfectly fix the Vanquicher Charge Bar  :)



but Destroyer Charge Bar tiny GFX bug is still there :



Best, JacKc.


Re: Vanquisher Gameplay Feedback
« Reply #8 on: »
Thanks for the quick reply JacKc! So now i know what needed to be changed ;)

The Destro bar is still glitched cos i havent changed the image yet. Will do that soon and pack it all into the main mod :)


Re: Vanquisher Gameplay Feedback
« Reply #9 on: »
Heyya @TwinkleToes and @gytfunke i has found a funny little glitch with the Ricochet skill :) If you equip with a pistol and a shield, the skill will fire off of the shield...

Spoiler (hover to show)

I'll go ahead and fix it, unless one of you wants to be the one to do it :)


Re: Vanquisher Gameplay Feedback
« Reply #10 on: »
Oh yeah, I found that too and already fixed it.  I just haven't sent you the files!  Lazy, lazy me.

So, lemme do that.

Re: Vanquisher Gameplay Feedback
« Reply #11 on: »
Stab has no weapon requirement tooltip, despite needing... I'm not sure what, probably a sword.

I don't have anything else at the moment - I only played to about level 7 so far.  It's nice having the skill set revived with fixes.  The old Vanquisher had way too many passives, and could get away with doing nothing but Ricochet+passives and be fine for the entire run.

Re: Vanquisher Gameplay Feedback
« Reply #12 on: »
Hey thanks MTaur! WIll get on that for the intermediate builds ;)


Re: Vanquisher Gameplay Feedback
« Reply #13 on: »
Hi @gytfunke . I've gotten DarkTails to try out TL1CP and she started a Vanq a few days ago.

She has feedback about Lightning Bomb not doing any knockback.  I confirm there is no visible knockback effect, but in GUTS the effects are being applied from both the TESLABOMB1 and VANQ_TBOMB1_GYT affixes.

I thought I could fix it without bugging you, but my efforts so far haven't worked well :( can you throw me some advice?  Like could it be the 2 affixes conflicting?

Thanks for any tips!


Re: Vanquisher Gameplay Feedback
« Reply #14 on: »
Hi, PJ!  My guess is its using Knockback (a buff for weapons or units) instead of Knockback Effect (for dynamic skills).  Or it's using a graph on the effect, which will break a knocback effect.

 

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