In combat Talent juggling on nightmare and up
Posted: Fri Mar 21, 2014 2:12 pm
If you float 4 talent points you can use all of your level one abilities at level 5 whenever you want. This is arguably fine in normal mode where people don't want to play optimally and convenience and comfort should take priority over optimal play not being incredibly boring but nightmare and insane are challenge modes and that challenge should not be balanced around or diminishable by your willingness to hit -shift-g rightmouse, rightmouse, rightmouse, rightmouse, leftmouse, leftmouse, leftmouse, leftmouse, escape, click yes- whether every turn, a few times per hard fight, or anything more than almost never. Challenge modes should not have adjustable difficulty reducers at all, least of all ones that you pay for by repetitive execution of tedious, easy tasks. Also adjustable difficulty dilutes the shared frame of reference that makes character reports so interesting to read as well as makes it harder to talk about balance.
hard modes should take what makes Tome4 interesting: what it's about, and force you to do it somewhere between better, much better and perfectly depending on the intended difficulty, or die, and there should be no diluting the challenge with unfun, easy, crap. If it's too difficult after you remove the gimmicks and tedium to power converters, make it easier until you have the same total difficulty as before but with x% more difficulty in interesting and difficult decisions and x% less in your willingness to perform boring exploits.
Don't get me wrong, I do like the fact that roguelikes can be tests of patience, will, dedication and determination, and that can come out best with a clunky interface and otherwise bad design: I've completed Nethack and ADOM, and yes putting work into a character does make you invest more and can make it more thrilling, but that kind of challenge is is ENDLESSLY available elsewhere and a complete waste of what makes Tome4 special.
What Tome4 does best is trying to guide your avatar down one of the narrow threads of possibility that can save the world. Your guy handles all the peon stuff like actually swinging the weapons, summoning the power of the arcane, eating, becoming invincible, raising the dead and finding somewhere to shit.
What you do is make the decisions: how best to fight or flee? Which? Or occasionaly, both. How to approach each fight, how exactly to dodge that projectile to position yourself right to take on the rest of the crowd, who the priority targets are, based on how much of a threat they are, how tough they are, how easily you can attack them, and what position you'll have to put yourself in to do so, the highest dps skill rotation, the highest burst ability order to kill that guy that needs to die now, the position that will let you beam/Aoe/ the most enemies at once while exposing you the least, Should you heal now or try to gib the enemy that's putting you in danger? Sometimes, if things go badly all you can do is pick the best dice to roll: e.g. Is a random torque/teleport here here more dangerous than standing and fighting? And of course build and equipment choices (Potentially changing directions to compensate for or take advantage of drops, though this could be a much bigger thing if categories were more equal) What order to take things on. etc etc etc.
That kind of thing is what you should have to do better and more consistently to succeed (or have a chance) in nightmare and insane.
The one nerf to sustains (can't run around with a 5 point sustain on a 1 point skill anymore) is a good sign but nowhere near enough
On a necro I can walk around with blurred mortality on all the time in case my arcane eye misses a stealthed enemy that could oneshot me. I can always use summon minions at level 5 from 1 points investment. I can walk around with a maxed aura so my summoned minions don't die (though that probably shouldn't be happening so easily anyway) I can always cast impending doom, banesmoke , icebomb and EVERYTHING at level 5 off one point investment as well as being able to give myself a 200hp cushion with no notice as early as level 3 or 4. I could also level up my nectrotic aura for 1 turn before a guaranteed kill to capture a soul if I'm tight on them and animus hoarder too to maybe get multiple. I essentially get lichform for free. You get the picture. The difference between a necro doing all that and not is day and pitchest, blackest, deathly cold night. It might sound pretty cool from a distance and thinking about how to exploit it is interesting, once, but the actual process is -shift-g, move mouse, rightmouse, rightmouse, rightmouse, rightmouse, move mouse, leftmouse, leftmouse, leftmouse, leftmouse, escape, click yes- and it's not the least bit fun or even difficult.
Whatever the total difficulty of the mode is, either part of it is in your willingness to endure this mind numbing procedure, and not in using the right talents at the right time on the right enemies, timing your shields/regens/heals, positioning, gear and talent decisions, bringing it down to the wire when necessarry, running when appropriate, understanding enemy attack patterns etc.
Or the boredom test is tacked on top of the balanced difficulty making it nothing but a real life cost to playing the mode.
If I wanted to test my determination with an annoying interface and pointlessly difficult execution of basic moves I wouldn't be playing Tome. If I wanted to not take advantage of massive, free (in game) power boosts I wouldn't be playing insane or nightmare.
I don't think I'd like combat talent point juggling eliminated completely in those modes. It would be a very interesting resource if limited. This has been discussed before so I'm going to repost ideas from this thread http://forums.te4.org/viewtopic.php?f=39&t=38616here (some of which do advocate eliminating combat juggling): and maybe add one or two of of my own. The only objections in that thread are irrelevant if the change is limited to nightmare and up.
Ideas that eliminate combat juggling:
Only reassign points at level up -Doctornull
Only reassign points on world map -Doctornull
Put any talent you train up (not just from 0) on a longish (15-20) turn cooldown -Hachem_Muche
^except on levelup -Sageacrin
Ideas that reduce or eliminate strategic juggling too (points in and out of e.g. accuracy depending on area).
Make it so that only talents at level 1 are unlearnable -Minmay
Just don't allow any respecs ever -me. (including this for completeness' sake)
Ideas that heavily limit combat juggling
Reassign once per X turns -Crim, The Red Thunder (X was 20 in Thunder's post)
Don't let talents on cooldown have points taken from them -Hachem_Muche (lets you choose what talent to put to 5 every time you enter a fight so still encourages tedious exploitation)
Give people X (1 would be my first instinct) juggles per area they enter that are only usable in that area or the world map. Going out and in doesn't reset them. You can only have one that's usable on the world map at any time, and that point is overwritten (lost) if you enter a new area. -me
Possibly also allow a juggle at the start of every zone in combination with ^idea (mb except single area zones) -me
Hard to categorise
Reassign only when no talents are on cooldown -Crim, The Red Thunder (still lets you summon level 5 zombies off level 1 skill, maybe also shields and other things)
Give juggled talents a 1 turn cooldown -sageacrin (I think it would still be possible to exploit)
All of these except 3 solve the problem in different ways depending on whether people want to eliminate it entirely or just limit it.
Any objections to the general principle? Better ideas, sideways ideas? Please post what you think, especially if its hell yeah that would really improve nightmare and insane modes so it can be done ASAP.
If there is (hypothetically maybe, definitely not, but just in case) something I'm missing that makes this not a huge and straightfoward upgrade to nightmare and insane there could be alternate modes like nightmare (decisions) and insane(decisions) that limit juggling but are otherwise 70 or 80% (or whatever difference the change causes) difficult for people who want the challenge that Tome could be offering that is available nowhere else.
Also cheese and gimmicks, and boring easy crap should be reduced. Mindblast torque from zigur is a prime example. Runs should not depend on random spawns and it takes away from the uniqueness of melee if they just spam spells at enemies anyway. Whether it means an option to make berserkers angrier and rogues more sneaky in hard modes, or simply scaling the difficulty to the class there should be a a challenge available to play a rogue as a rogue but better, or a mindslayer as a mindslayer but better.
Equilibrium not increasing on rest is another boredom tax/boredom balance. You can always find some way to bring it to minimum so it should just happen automatically.
__
Unrelated but somewhat relevant good ideas from that thread:
Allow (possibly even more) juggling in the training room (why is this room locked at all btw?) -me to solve the problem of e.g. finding out how powerful ghoul rot lvl5 summoned ghoul is -pointed out by b0rsuk. (this might sound irrelevant but someone who plays insane might well try out an ability for the first time on nightmare)
allow full respec from eidolon -atarlost
Just bringing them up again because they seem like they might be good ideas try not to spend the majority of your post discussing these last two.
hard modes should take what makes Tome4 interesting: what it's about, and force you to do it somewhere between better, much better and perfectly depending on the intended difficulty, or die, and there should be no diluting the challenge with unfun, easy, crap. If it's too difficult after you remove the gimmicks and tedium to power converters, make it easier until you have the same total difficulty as before but with x% more difficulty in interesting and difficult decisions and x% less in your willingness to perform boring exploits.
Don't get me wrong, I do like the fact that roguelikes can be tests of patience, will, dedication and determination, and that can come out best with a clunky interface and otherwise bad design: I've completed Nethack and ADOM, and yes putting work into a character does make you invest more and can make it more thrilling, but that kind of challenge is is ENDLESSLY available elsewhere and a complete waste of what makes Tome4 special.
What Tome4 does best is trying to guide your avatar down one of the narrow threads of possibility that can save the world. Your guy handles all the peon stuff like actually swinging the weapons, summoning the power of the arcane, eating, becoming invincible, raising the dead and finding somewhere to shit.
What you do is make the decisions: how best to fight or flee? Which? Or occasionaly, both. How to approach each fight, how exactly to dodge that projectile to position yourself right to take on the rest of the crowd, who the priority targets are, based on how much of a threat they are, how tough they are, how easily you can attack them, and what position you'll have to put yourself in to do so, the highest dps skill rotation, the highest burst ability order to kill that guy that needs to die now, the position that will let you beam/Aoe/ the most enemies at once while exposing you the least, Should you heal now or try to gib the enemy that's putting you in danger? Sometimes, if things go badly all you can do is pick the best dice to roll: e.g. Is a random torque/teleport here here more dangerous than standing and fighting? And of course build and equipment choices (Potentially changing directions to compensate for or take advantage of drops, though this could be a much bigger thing if categories were more equal) What order to take things on. etc etc etc.
That kind of thing is what you should have to do better and more consistently to succeed (or have a chance) in nightmare and insane.
The one nerf to sustains (can't run around with a 5 point sustain on a 1 point skill anymore) is a good sign but nowhere near enough
On a necro I can walk around with blurred mortality on all the time in case my arcane eye misses a stealthed enemy that could oneshot me. I can always use summon minions at level 5 from 1 points investment. I can walk around with a maxed aura so my summoned minions don't die (though that probably shouldn't be happening so easily anyway) I can always cast impending doom, banesmoke , icebomb and EVERYTHING at level 5 off one point investment as well as being able to give myself a 200hp cushion with no notice as early as level 3 or 4. I could also level up my nectrotic aura for 1 turn before a guaranteed kill to capture a soul if I'm tight on them and animus hoarder too to maybe get multiple. I essentially get lichform for free. You get the picture. The difference between a necro doing all that and not is day and pitchest, blackest, deathly cold night. It might sound pretty cool from a distance and thinking about how to exploit it is interesting, once, but the actual process is -shift-g, move mouse, rightmouse, rightmouse, rightmouse, rightmouse, move mouse, leftmouse, leftmouse, leftmouse, leftmouse, escape, click yes- and it's not the least bit fun or even difficult.
Whatever the total difficulty of the mode is, either part of it is in your willingness to endure this mind numbing procedure, and not in using the right talents at the right time on the right enemies, timing your shields/regens/heals, positioning, gear and talent decisions, bringing it down to the wire when necessarry, running when appropriate, understanding enemy attack patterns etc.
Or the boredom test is tacked on top of the balanced difficulty making it nothing but a real life cost to playing the mode.
If I wanted to test my determination with an annoying interface and pointlessly difficult execution of basic moves I wouldn't be playing Tome. If I wanted to not take advantage of massive, free (in game) power boosts I wouldn't be playing insane or nightmare.
I don't think I'd like combat talent point juggling eliminated completely in those modes. It would be a very interesting resource if limited. This has been discussed before so I'm going to repost ideas from this thread http://forums.te4.org/viewtopic.php?f=39&t=38616here (some of which do advocate eliminating combat juggling): and maybe add one or two of of my own. The only objections in that thread are irrelevant if the change is limited to nightmare and up.
Ideas that eliminate combat juggling:
Only reassign points at level up -Doctornull
Only reassign points on world map -Doctornull
Put any talent you train up (not just from 0) on a longish (15-20) turn cooldown -Hachem_Muche
^except on levelup -Sageacrin
Ideas that reduce or eliminate strategic juggling too (points in and out of e.g. accuracy depending on area).
Make it so that only talents at level 1 are unlearnable -Minmay
Just don't allow any respecs ever -me. (including this for completeness' sake)
Ideas that heavily limit combat juggling
Reassign once per X turns -Crim, The Red Thunder (X was 20 in Thunder's post)
Don't let talents on cooldown have points taken from them -Hachem_Muche (lets you choose what talent to put to 5 every time you enter a fight so still encourages tedious exploitation)
Give people X (1 would be my first instinct) juggles per area they enter that are only usable in that area or the world map. Going out and in doesn't reset them. You can only have one that's usable on the world map at any time, and that point is overwritten (lost) if you enter a new area. -me
Possibly also allow a juggle at the start of every zone in combination with ^idea (mb except single area zones) -me
Hard to categorise
Reassign only when no talents are on cooldown -Crim, The Red Thunder (still lets you summon level 5 zombies off level 1 skill, maybe also shields and other things)
Give juggled talents a 1 turn cooldown -sageacrin (I think it would still be possible to exploit)
All of these except 3 solve the problem in different ways depending on whether people want to eliminate it entirely or just limit it.
Any objections to the general principle? Better ideas, sideways ideas? Please post what you think, especially if its hell yeah that would really improve nightmare and insane modes so it can be done ASAP.
If there is (hypothetically maybe, definitely not, but just in case) something I'm missing that makes this not a huge and straightfoward upgrade to nightmare and insane there could be alternate modes like nightmare (decisions) and insane(decisions) that limit juggling but are otherwise 70 or 80% (or whatever difference the change causes) difficult for people who want the challenge that Tome could be offering that is available nowhere else.
Also cheese and gimmicks, and boring easy crap should be reduced. Mindblast torque from zigur is a prime example. Runs should not depend on random spawns and it takes away from the uniqueness of melee if they just spam spells at enemies anyway. Whether it means an option to make berserkers angrier and rogues more sneaky in hard modes, or simply scaling the difficulty to the class there should be a a challenge available to play a rogue as a rogue but better, or a mindslayer as a mindslayer but better.
Equilibrium not increasing on rest is another boredom tax/boredom balance. You can always find some way to bring it to minimum so it should just happen automatically.
__
Unrelated but somewhat relevant good ideas from that thread:
Allow (possibly even more) juggling in the training room (why is this room locked at all btw?) -me to solve the problem of e.g. finding out how powerful ghoul rot lvl5 summoned ghoul is -pointed out by b0rsuk. (this might sound irrelevant but someone who plays insane might well try out an ability for the first time on nightmare)
allow full respec from eidolon -atarlost
Just bringing them up again because they seem like they might be good ideas try not to spend the majority of your post discussing these last two.