Balancing solipsists (again)
Posted: Sat Jan 26, 2013 8:17 pm
It's time for yet another 'lets try to balance solipsists thread'. All the efforts so far have helped, but they are still very much broken.
Here's my "effort": http://te4.org/characters/13640/tome/23 ... c1bc2a4f37
I was incredibly bored while playing this, because solipsists offer no challenge whatsoever and thus no enjoyment. This solipsist suffered any kind of meaningful damage twice in the entire game. Once was having 4 overpowered wyrms breathing on me. The other time was Atamathon using irresistible sun. I went through the final fight without problems or taking any serious damage and even most of Atamathon's attacks didn't do enough damage to cause me problems. I didn't have to run away from him ONCE. Even if I had an extraordinary amount of gear luck compared to other solipsists, it is such a big chasm compared to most other classes, that I think serious nerfs are required.
So, lets try to make solipsists fun. From my experience with them, there seems to be several abilities that need a hard nerf. Not necessarily all of these need to be implemented, and I'll try to make the case for each separately.
1. Forge shield is too powerful. While this ability is powerful enough on it's own, it's the interaction with AM shield that makes it go over the top. It's not uncommon in mindpower based classes, which is something SageAcrin already talked about in another topic.
While I don't have an universal solution for AM shield and mindpower, I have a few ideas on how to fix forge shield.
First of all, reduce the amount absorbed by a third. Unless the absorption amount is nerfed, no amount of shuffling is going to help, because taking zero damage is always an attractive proposition.
Second, increase the cost of the Forge shield buff. It should cost double what it does now at least. Solipsists should not be able to run all the sustains they want without thinking about the cost - and taking a risk with a damage spike.
Third, make the entire dream forge tree generic. That way it will directly compete for points with fungus, AM, racial trees, feedback, dreaming and mentalism. It will make AM the less straight forward option, and make it harder to run every defensive option available.
I normally wouldn't suggest moving an entire tree but they need most of their defensive abilities competing for a limited pool of points if any kind of balance is to be achieved (that includes forge armor and dreamforge).
2. Forge armor is way too powerful. With enough mindpower, 1 level of forge armor will give you more armor than 5 points of armor training. It will also give you both a defense bonus and psi on hit. It is one of the most powerful defensive abilities in the game, and it works for the price that you already paid (sustaining forge shield). If you look at the closest equivalent - ice armor on wyrmics - it gives more defensive abilities than ice armor, costs way less, and doesn't interfere with AM shield the way ice armor does.
First of all, I'd make forge armor a separate sustain, and give it a cost of 50 psi. I don't think solipsists should get off so cheap compared to other classes or that running sustains should be a no brainer for them.
Second, cut the bonuses in half. Solipsists need defensive abilities, but they sure shouldn't be more armored than sun paladins.
Third, rescale the ability so that you gain more on higher levels of the talent than on lower. Currently this is a one point wonder, and that needs to change.
Between moving this entire tree to generic and the nerfs I suggested here, I believe there will be a serious amount of strategy involved in building a solipsist defensively - to defend yourself from physical you'll need either armor training or mobile defense and forge armor, which will push back your ability to get fungus and AM shield going.
I don't want to run the solipsists into the ground, and I don't mind them having a plethora of good abilities, but I'd like to make it hard for them to run all of their good abilities at once.
3. Thought-form Unity. On the higher levels of ability and mindpower, thought form: defender gives 10-15% resist all. For the price of just 5 class points, it's a really powerful effect for very cheap. I'd suggest cutting the resist all bonus in half.
From my experience, the other bonuses are powerful as well, but I wouldn't say that they are too powerful. I'd leave them as they are.
4. Mind sear. Right now it's possible to neglect a majority of your offensive abilities for about 60% of the game, and get by with just mind sear and maybe one other ability.
Rather than directly hit the damage, I would increase the cooldown of mind sear by 1. While getting by with just mind sear should be ok for maybe the first 10 levels, there needs to be an element of strategy here - if you want to focus just on your defensive abilities which is what most solipsists do (from about 10 conversations I had on the subject), you need to be limited in your offensive ability. As long as mind sear can be spammed every other turn, this won't be possible.
While solipsists do quite a good amount of damage in the later stages of the game, I wouldn't really interfere with that, apart from increasing the cooldown of mind sear. Doing damage is a part of what makes the class fun, and at least the distortion - psychic assault combo does good enough damage and is varied enough to be interesting.
Thoughts and comments are welcome.
Here's my "effort": http://te4.org/characters/13640/tome/23 ... c1bc2a4f37
I was incredibly bored while playing this, because solipsists offer no challenge whatsoever and thus no enjoyment. This solipsist suffered any kind of meaningful damage twice in the entire game. Once was having 4 overpowered wyrms breathing on me. The other time was Atamathon using irresistible sun. I went through the final fight without problems or taking any serious damage and even most of Atamathon's attacks didn't do enough damage to cause me problems. I didn't have to run away from him ONCE. Even if I had an extraordinary amount of gear luck compared to other solipsists, it is such a big chasm compared to most other classes, that I think serious nerfs are required.
So, lets try to make solipsists fun. From my experience with them, there seems to be several abilities that need a hard nerf. Not necessarily all of these need to be implemented, and I'll try to make the case for each separately.
1. Forge shield is too powerful. While this ability is powerful enough on it's own, it's the interaction with AM shield that makes it go over the top. It's not uncommon in mindpower based classes, which is something SageAcrin already talked about in another topic.
While I don't have an universal solution for AM shield and mindpower, I have a few ideas on how to fix forge shield.
First of all, reduce the amount absorbed by a third. Unless the absorption amount is nerfed, no amount of shuffling is going to help, because taking zero damage is always an attractive proposition.
Second, increase the cost of the Forge shield buff. It should cost double what it does now at least. Solipsists should not be able to run all the sustains they want without thinking about the cost - and taking a risk with a damage spike.
Third, make the entire dream forge tree generic. That way it will directly compete for points with fungus, AM, racial trees, feedback, dreaming and mentalism. It will make AM the less straight forward option, and make it harder to run every defensive option available.
I normally wouldn't suggest moving an entire tree but they need most of their defensive abilities competing for a limited pool of points if any kind of balance is to be achieved (that includes forge armor and dreamforge).
2. Forge armor is way too powerful. With enough mindpower, 1 level of forge armor will give you more armor than 5 points of armor training. It will also give you both a defense bonus and psi on hit. It is one of the most powerful defensive abilities in the game, and it works for the price that you already paid (sustaining forge shield). If you look at the closest equivalent - ice armor on wyrmics - it gives more defensive abilities than ice armor, costs way less, and doesn't interfere with AM shield the way ice armor does.
First of all, I'd make forge armor a separate sustain, and give it a cost of 50 psi. I don't think solipsists should get off so cheap compared to other classes or that running sustains should be a no brainer for them.
Second, cut the bonuses in half. Solipsists need defensive abilities, but they sure shouldn't be more armored than sun paladins.
Third, rescale the ability so that you gain more on higher levels of the talent than on lower. Currently this is a one point wonder, and that needs to change.
Between moving this entire tree to generic and the nerfs I suggested here, I believe there will be a serious amount of strategy involved in building a solipsist defensively - to defend yourself from physical you'll need either armor training or mobile defense and forge armor, which will push back your ability to get fungus and AM shield going.
I don't want to run the solipsists into the ground, and I don't mind them having a plethora of good abilities, but I'd like to make it hard for them to run all of their good abilities at once.
3. Thought-form Unity. On the higher levels of ability and mindpower, thought form: defender gives 10-15% resist all. For the price of just 5 class points, it's a really powerful effect for very cheap. I'd suggest cutting the resist all bonus in half.
From my experience, the other bonuses are powerful as well, but I wouldn't say that they are too powerful. I'd leave them as they are.
4. Mind sear. Right now it's possible to neglect a majority of your offensive abilities for about 60% of the game, and get by with just mind sear and maybe one other ability.
Rather than directly hit the damage, I would increase the cooldown of mind sear by 1. While getting by with just mind sear should be ok for maybe the first 10 levels, there needs to be an element of strategy here - if you want to focus just on your defensive abilities which is what most solipsists do (from about 10 conversations I had on the subject), you need to be limited in your offensive ability. As long as mind sear can be spammed every other turn, this won't be possible.
While solipsists do quite a good amount of damage in the later stages of the game, I wouldn't really interfere with that, apart from increasing the cooldown of mind sear. Doing damage is a part of what makes the class fun, and at least the distortion - psychic assault combo does good enough damage and is varied enough to be interesting.
Thoughts and comments are welcome.