I think whitelion and Mankeli have addressed most of the points I would have made re: the pervasive nature of spikiness in 1.6 v 1.5, although I will star and underline the implied "enemy Cursed hit like absolute trucks now and their movement options make this hard to avoid" in both their posts, and also explicitly call out Rogues who have been multiclassed with either Cursed or casters as a significant source of 1HKO death without option for counterplay. Given how much stronger Stealth is for monsters than for players (not clear whether this is an intentional asymmetry in the Stealth mechanics or a side effect of the sometimes omniscient AI) and how many crit-boosting passives Rogues pack, they're particularly good at taking the player from unaware of an enemy to instantly dead with no space in between.
darkgod wrote:Heya
Before I address some of those specific issues; I wanna note a few things

- There are cases where I cannot win;/ I'll explain: For some things like say Awesome Toss, I'm damned if I let it as it was because I get people complaining that this thing can be so broken that it's far superior to anything else and thus they feel *FORCED* to use it. If I fix it they other people complain about me removing one of their liked strategy. And I can understand and sympathize with both sides, so what can I do ? :/ This happens a lot. It usual comes down to people *feeling forced* to use/abuse some unfun but kinda broken synergy/system/whatever, but if I fix that hole, people that did enjoy it complain; if you have ideas how to resolve such cases and make everybody happy by all means, I'll gladly listen
As this was my addition to the thread, I'll cover this part.
I have so little sympathy for the forced side that it's hard for me to steelman their arguments. I am currently not playing at all, based on reasons mentioned here and in "
overtuned," and so it's clear to me that no one is forced to do anything when it comes to a game. If you have a story about yourself that you *have* to play the strongest thing to find enjoyment, you're playing Adventurer, and have promptly disqualified yourself from balance concerns. If you *have* to play the strongest non-Adventurer class, anyone experienced in the game would have to concede that there's a huge power gulf between e.g. Paradox Mages and Rogues. If you were to satisfy these gamers in the manner expressed above it would entail nerfing Paradox Mages down to Rogue level. This has not happened, so we still have to look at why such things do happen in the cases where they do and how the fixes are implemented (is a feature excised, or is there a compromise position that removes the unfun without removing the enjoyment?). Furthermore, I would argue that, broadly construed, this is not a fix that TOME can survive and retain what I and others have explicitly posted (not in this thread, but elsewhere, over time) is something they greatly value about it, and so you may have to choose who to please on a systematic level as opposed to on a case-by-case basis.
When I try to point to games TOME is like, I often refer to the Dominions series. Dominions looks at balance between factions as a distant, twinkling star, and fixes its eyes on "provide extremely diverse experiences." This faction has the best knights and heavy cav, but is otherwise pretty vanilla. This faction is known for having incredibly powerful use of a single spell that allows spellcasters to coordinate, and changes their whole strategy. This faction can barely use gold, and autospawns undead everywhere it reaches. This faction forgot to wear armor, but has incredibly strong blessings and are top tier blood mages, a system that essentially dissolves a huge chunk of your economy in exchange for magical power. Balance, if it exists, is a thing that emerges organically, in a Diplomacy-style interaction in MP.
So I would say, let the TOME players who feel forced to play only the best things play other games entirely, where the differences between classes are a pale flicker of the class diversity in TOME. IME, IMO, those who play and support TOME over the long term love it for being weird, not for being a model of balanced class choices - I know I didn't feel compelled to write a 45 page guide on the differences between the Bulwark and the Berserker, I wrote it on the Possessor. I'm not saying throw out inter-class balance as a tertiary goal, but I think if it were a strong enough force in the game to consistently justify the choices in question then the game as a whole would look wildly different (and much less interesting, to me).
I don't pretend that I have answers to particular fixes that will please everyone, but given that I raised a bunch of things and you're asking for specific fixes, here we go.
- In the specific case of the accuracy nerf, what was it for? It killed dado's Arcanewarden and my +demonologist variant of the same. I could see it as a tool for avoiding spikey AI damage output if they ended up with arbitrarily high Accuracy boosts, but spikey AI damage output is way up in this edition and therefor if it were for this purpose then the left hand did not know what the right hand was doing.
- In the specific case of the "we will make Augmented Mobility an escort tree and pull TK wielding from it, unique among all Mindslayer talents" what was it for? It significantly weakened caster-type Adventurers who don't need FEM (including my Harold of Oblivion), and it made the rules of how TKwielding is gained for Adventurers even more obscure.
- In the specific case of Fungal Blood/Ancestral Life, no one was forced to play that way to be effective as an Oozemancer. Windtouched Speed + dual Beams was comparably effective, with better sustain but less burst and remarkably less tedium. For Drem, sure, infinite energy was too strong, but Frenzy going fixed CD (which I advocated for and eventually got) would have solved that without removing the broader Oozemancer option, and the Drem Madness-winning option was so tedious that even I didn't bother with it once establishing proof of concept. But what use is Fungal Blood now - it went from having no use on high difficulty levels, to a niche use, and back to none, which benefits... who? If tedium and infinite time were your concerns and you wanted to make Ancestral Life more broadly useful outside of combo-builds, you could have added a built-in energy gain option to Fungal Blood that added as much time as the old regen-cancel system when you removed that system (and with fewer button clicks to boot, without the need for cancels), instead of simply lopping off the part that one group liked to please another.
- In the specific case of tinkers going 1 turn to swap, I would have preferred that Fungal Web be removed from the game. The versatility of instant swap Tinkers, particularly when it comes to using groove types that many enemies have Affinities to, contributed significantly to a "Batman utility belt" feel to Tinker classes, that going deep into Tinker trees gave you the right tool for the job, and if the omniscient AI would allow players to benefit from stealth (which I hope will happen in a future patch) then being able to switch between White and Black Light Emitters would have been very useful. But that Batman feel was gone in a flash because some players felt compelled to conduct an 8 move sequence in order to regain 125 health at T5 (given what's been killing me in 1.6, I can't think of a single time when this would have made a difference in the outcome of a run, even with high healmod).
- In the specific case of pulling Summon off projected Possessors - from a balance perspective its removal is fine, it was tedious as hell and definitely strong (although I'm not sure the player gets experience for things killed by the Summon talent?). But it was also just a ridiculous thing that some others and myself discovered while messing around, and I would prefer a world where talking about such things on the forums doesn't lead to those kinds of things being removed. What forum flavor do you want for TOME? Horde discoveries or share them? You can have one or the other, but not both (although
a community can appear to be the latter and turn out to be the former, which isn't a good feel).
- Intentions/mindset: It's never about "ruining fun", why would I want that, I mean a game is supposed to be fun (even if torturous

). Does that sometimes happen? Sure most likely, I mean tome is an incredibly huge game with tons of intersecting systems, it's bound to happen. But it's never a goal and if possible it should be fixed. Like say, 1.6.5 weapon changes trying to alleviate the fact that weapon tiers were nearly meaningless, which wasnt a fun thing

I don't think you do want that, but that's nonetheless the delivered outcome of 1.6 Insane - its 1HKOs respect neither the time spent on a particular run, nor the aggregate roguelike learning curve by letting the player learn consistent counterplay, and if a gameplay experience isn't delivering either a win or knowledge that might be used for a future win its going in the wrong direction as far as I am concerned. My guess is that there is something you *do* want that generated this outcome as an instrumental or accidental goal - the kind or amount of playtesting, how changes get added to a patch and by whom, how many changes should be released in order to justify a +0.1 patch increment, some large system that would require an overhaul in order to address what happened to talent scaling in 1.6... I certainly don't know. I've never been anywhere close to your shoes in being the lead (perhaps sole, officially?) programmer of a game that's consumed 1000+ person-years of time, so I don't know what workflow systems you've had to build to get this far. But among those things (or another thing I don't know enough to suggest) something went profoundly sideways in 1.6, and while I'm glad that you're willing to look at changes on a case-by-case basis in order to kill what's broken till dead, it would be helpful in the future if a sufficiently-finite number of changes happened at a time that we could understand which of them snuffed out a 15 hour run that would have won in the past.