I am not sure all talents are properly tweaked to deal with the scaled values system of TOME.
Say a talent reduces NPC defence by 20 points. At low levels this means I can hit them. But if they are a boss with 70 defence (tier 4), -20 defence reduces only their defence by -5 so it comes to 65. Doesn't seem right, and it often makes no difference.
I find that for the accuracy, defence, armour type talents that increase mine and/or decreasing theirs (Acid SKin, Battle Shout, Precise Strikes, etc), that the talent effect continues to diminish as the game progresses. Normally, you would expect their effect to increase, in a game where players are levelling up.
Could we solve this problem by scaling some talents in line with the tiers? So that +20 accuracy translates to one level of advantage in the early stages of the game, but the same +20 later in the games is worth say + 35.
Perhaps one solution would be to tie the values to character level, which also comes in 5 tiers.
So, say a talent adds 20 accuracy at 5/5. It would scale like this:
c lvl 1-10 +20
c lvl 11-20 +25
c lvl 21-30 +30
etc
This might have unintended consequences however. So I'm not sure this is a good solution either.
I don't know what is the right approach to this problem, but I do think the problem is important.
Does any one else share my concern?
(Some) talents should scale with tiers
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(Some) talents should scale with tiers
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Re: (Some) talents should scale with tiers
I was pretty sure that Tiers were in explicitly for the diminishing return. Don't think of them as becoming less useful as you level, think of them as becoming less useful once the stat is already high.