(Some) talents should scale with tiers
Posted: Sun Apr 08, 2012 5:29 am
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?
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?