Is TOME in need of a balance pass?
Posted: Fri Jun 06, 2014 8:40 pm
First the good. TOME has excellent class design and unparalleled potential for varied gameplay, through both its class design as well as underlying game mechanics. It's pretty, well designed, and diverse.
Now the bad. The monster balance leaves something to be desired. I find my games falling into an unfortunate rhythm that resembles early Diablo 3 gameplay (running through meaningless levels fighting meaningless mobs looking for a gold boss). Or mowing a golf course spotted with landmines. Every now and then there's this really great tense exciting bomb disposal scene, but the vast majority of time you're fighting to stay focused so you don't autopilot into something and pop. I realize the game has evolved a lot over the years, I'm just suggesting it might be time to take a look at the bones of the thing. Also note I use Diablo 3 as an example not because its a pseudo roguelike but because it was a particularly glaring example of overly prevalent whack-a-mole type gameplay, I think the boss disparity is a large reason why D2 seemed so much more fun.
As far as short term, reducing the disparity between normal mobs and boss mobs would be huge. As it stands now the game is much more fun on madness difficulty but it makes the bosses impossible, on normal difficulty it feels like autoexplore should just bump attack non bosses for you, a waste when you look at the sheer amount of tactical options. I am currently in the process of adjusting my own game
Now for some longer term ideas.
1. If a fight doesn't serve a purpose, it doesn't belong in the game. This means that *every* monster should pose some sort of challenge or tactical puzzle. Fast and dangerous, tough and dangerous, numerous and dangerous, ranged and dangerous...
2. Bosses are tricky. In a stats based game, you cannot simply give bosses massively more power, as it creates a power disparity; (seen in early Diablo 3) you're either challenged by normal mobs and bosses are just impossible, or bosses are a challenge and the rest of the game is too easy and boring. Some good ways of mitigating powerful monsters...
- Ability weaknesses, mostly through avoidable attacks. For example an ability that showed its area of effect a turn before it took effect, thus dodgeable.
- Counterable and reactive abilities, 'power attack' that makes your next attack do considerably increased damage, a good time to use shield block or a stun. 'casting time' serves this purpose in other rpgs - something is about to suck, here's your last chance to do something about it.
- General weaknesses, The Mouth for example. These can be easily put into templates for elite randomization. A couple examples: Lumbering - +hp/damage, -move speed, You would want to stay at range, or Commander - spawns with or summons mobs, relatively low individual power.
3. Scaling. It is relatively simple to increase the scale of a game. Is it also seductive. "Whats better than 1 orc? Ten orcs!" But 1v1 1v2 1v3 combat is far more satisfying than 1v10 combat. In fact AoE combat is fun in a game designed around single target. I'll use the solipsist as an example, the contagious nightmare with DoT effect would be awesome if you had to work for it, instead solipsist has a low cooldown AoE beam effect from the get go and spends the first 10 levels of a normal difficulty game pressing Z, 1 1, Z, 1 1. It makes the eventual AoE sleep... underwhelming. A focus on less but more important mobs as well as less AoE would do a lot for the intricacy of the game. TOME should be the game where you pin one orc, blind the next and kill the 3rd... Currently thats possible but unfortunately unnecessary in 99% of situations.
4. A note on randomization. Ideally encounters should be randomized into groups as opposed to individuals. An ogre elite and 3 orc rogues is quite a bit more interesting than an ogre a rat a snake and a dog. This also enables far more tactical options from a design standpoint. Ambushes, commanders giving aura based buffs, enemy healers, etc. If the analogy is cooking, randomization is like stirring the pot. Too much randomization and you're eating blended soup, its good for a while but eventually all kind of ends up tasting the same, even when you add new ingredients.
I'm gonna take a break for now, I hope some of these ideas are useful to somebody somewhere. I'd be happy to elaborate on anything here including boss templates or class/mob rebalances.
Now the bad. The monster balance leaves something to be desired. I find my games falling into an unfortunate rhythm that resembles early Diablo 3 gameplay (running through meaningless levels fighting meaningless mobs looking for a gold boss). Or mowing a golf course spotted with landmines. Every now and then there's this really great tense exciting bomb disposal scene, but the vast majority of time you're fighting to stay focused so you don't autopilot into something and pop. I realize the game has evolved a lot over the years, I'm just suggesting it might be time to take a look at the bones of the thing. Also note I use Diablo 3 as an example not because its a pseudo roguelike but because it was a particularly glaring example of overly prevalent whack-a-mole type gameplay, I think the boss disparity is a large reason why D2 seemed so much more fun.
As far as short term, reducing the disparity between normal mobs and boss mobs would be huge. As it stands now the game is much more fun on madness difficulty but it makes the bosses impossible, on normal difficulty it feels like autoexplore should just bump attack non bosses for you, a waste when you look at the sheer amount of tactical options. I am currently in the process of adjusting my own game
Now for some longer term ideas.
1. If a fight doesn't serve a purpose, it doesn't belong in the game. This means that *every* monster should pose some sort of challenge or tactical puzzle. Fast and dangerous, tough and dangerous, numerous and dangerous, ranged and dangerous...
2. Bosses are tricky. In a stats based game, you cannot simply give bosses massively more power, as it creates a power disparity; (seen in early Diablo 3) you're either challenged by normal mobs and bosses are just impossible, or bosses are a challenge and the rest of the game is too easy and boring. Some good ways of mitigating powerful monsters...
- Ability weaknesses, mostly through avoidable attacks. For example an ability that showed its area of effect a turn before it took effect, thus dodgeable.
- Counterable and reactive abilities, 'power attack' that makes your next attack do considerably increased damage, a good time to use shield block or a stun. 'casting time' serves this purpose in other rpgs - something is about to suck, here's your last chance to do something about it.
- General weaknesses, The Mouth for example. These can be easily put into templates for elite randomization. A couple examples: Lumbering - +hp/damage, -move speed, You would want to stay at range, or Commander - spawns with or summons mobs, relatively low individual power.
3. Scaling. It is relatively simple to increase the scale of a game. Is it also seductive. "Whats better than 1 orc? Ten orcs!" But 1v1 1v2 1v3 combat is far more satisfying than 1v10 combat. In fact AoE combat is fun in a game designed around single target. I'll use the solipsist as an example, the contagious nightmare with DoT effect would be awesome if you had to work for it, instead solipsist has a low cooldown AoE beam effect from the get go and spends the first 10 levels of a normal difficulty game pressing Z, 1 1, Z, 1 1. It makes the eventual AoE sleep... underwhelming. A focus on less but more important mobs as well as less AoE would do a lot for the intricacy of the game. TOME should be the game where you pin one orc, blind the next and kill the 3rd... Currently thats possible but unfortunately unnecessary in 99% of situations.
4. A note on randomization. Ideally encounters should be randomized into groups as opposed to individuals. An ogre elite and 3 orc rogues is quite a bit more interesting than an ogre a rat a snake and a dog. This also enables far more tactical options from a design standpoint. Ambushes, commanders giving aura based buffs, enemy healers, etc. If the analogy is cooking, randomization is like stirring the pot. Too much randomization and you're eating blended soup, its good for a while but eventually all kind of ends up tasting the same, even when you add new ingredients.
I'm gonna take a break for now, I hope some of these ideas are useful to somebody somewhere. I'd be happy to elaborate on anything here including boss templates or class/mob rebalances.