Snarvid wrote:Well, that's simple. All you do is...
I mean, you just...
Holy hell. (I'm a little sad you didn't post the screengrab of what a 53.3 level Kinetic Aura does, or the DR from 41.6 levels of Molten Metal, because damn.)
Can we just get some simple and clearly listed talent hardcaps per difficulty level? I mean, something like Normal is 6.5, same as the character, and Nightmare is... I dunno, 8, Insane is 9 or 10, and Madness is 12? That won't help with the early game screwage from having a boss tier level 20 frantic summoner show up when you're 12th level and drown you in War Hounds and Spiders pinning you down, or when the cross-class talent synergies that create accidental Adventurer kill-combos, or whatever is happening with crits, but it would put an end to this sort of monstrosity.
There is a balance problem here.
As game process on, the need for 'stronger enemy' on is always here, and it's a hard demand.
Talent level is the most simple way to achieve it, yes, just raise the number, as those numbers on player raises.
It's not a very good answer, but the logic is very consistent. The player is getting stronger, so enemy should get stronger.
TL 20 is not an illogical answer, considering it's end game, the enemy should always be stronger than previous region, and each region's enemy should at least be able to be theoretically 'threatening' to you, not completely meat on cutting board. If TL 10 in middle game is completely okay, TL 20 in end game is nothing strange. They 'should' be that high.
If you want to hard cap the talent level, but still need the enemy to be 'stronger'. Considering they don't have something like uber talent, you don't want them to be equipped players' deadly combo or achieve players' multi-layer defense options, then the end result will be 'learn more talents' or something like this, however, this strategy would not scale well linearly.
That is, when you enter endgame, the enemy talent list will be likely to be more 'fullfilled' than before. Which means:
- Largely identical skill set.
- Since AI can't deal with too much talent very well, they maybe even weaker with their 'inferior' version with fewer talents at times, but perform strange deadly combo in rare cases.
- Undertested power creep by many cross-class multiple sustain/passives.
- Increased the time to check enemy talent list.
- Some problematic talent, that had been rare before because they are T4 (e.g. Chromatic Fury, Fearscape, high resist penetration elemental mastery), will appear on much more, if not nearly all enemies, and we may need to tweak all of them.
For me, it's mainly because of the first reason: We want boss to perform well their specific area, or fighting with all of those enemies with similar 'jack-of-all-stats' talent table will be repetitive and tiring. Recent changes in the game is encouraging more varied enemies, with their own weakness and strong point, not the 'all [class xxx] enemies are all the same' type.
But in fact, it's a problem that I found hard to answer: What would be the enemy I hope to see in the game actually is? With all those fresh 1.6 changes, AI changes, talent level changes. When we are talking about 'game balance' or something like this, what enemy do I or the community really want? Clearly, nobody want the enemy to be 'completely fully predicatble', that the process of game it is just follow the manual and see the outcome that you have already known. Currently, we are more like in that 'nerf that awful skill because it kills me for no reason' part of it, but there are still things that areimportant and haven't achieve any community consensus, and they would really need a strong-willed developer to think about and take long term plans about.