nekarcos wrote:
PS: I have been looking through the Character Vault, examining how people are playing my new classes.
- Hydra remains as the highest level one (probably due to its simplicity). There's a focus on tankiness, using Lick Wounds, Growing Bones, and Recuperate-- And yet, nobody bothers getting Ceaseless Blood and whatnot. Hmmm... I also have yet to see any Wil/Dex Hydras for that
16-Attacks-Per-Turn action
I'd say this is due to players trying to make up for the lack of healing and regeneration infusions. I know I rely on these heavily, especially in the early levels. When the only way to use one is to destroy it, you start looking for other ways to heal yourself.
nekarcos wrote:
- Fire Drake sits very low (hardly any above Level 10), and I think this is due to complicated mechanics and/or issues with Drakelings dying-- Hence this very sudden update that intends to buff Fire Drake. I hope people aren't getting discouraged, because Drakelings can be VERY satisfying and effective once you get their talents going. Here's a tip: "Cunning" affects how frequently they will use talents. Drakelings get cunning if you increase their "knowledge" (participate in a lot of Reflection events).
I'd say you're right about Drake issues. It becomes pretty clear right away that the drakelings will play a pretty big part in the Drake's story, so having even one of them die makes me feel like the run is already a bust. That combined with mechanics that I can't really say for sure if they are working... it's a little discouraging, yeah.
So far I have only gotten Inspiration from quests. I thought the lower level of the talent would give me inspiration for killing bosses such as Bill, The Shade, etc... but it did not. So is that not working, or does it only mean certain bosses? Or could it be that it means new, powerful enemies that are unique to the oots story? Without knowing, I can't say if this is a bug or not.
When I
did get inspiration I was a little unnerved that it was a temporary buff. I had assumed I would get it and store it to be spent as needed, such as in the case of a drakeling dying.
Tried Raise Drakeling to see if I would get a fourth one, but alas, it said I could only manage three at a time. So I tried Role Model instead, but I just got a message to the effect that drakeling was 'not feeling it' and it didn't learn any talents. Did I do something wrong? I had plenty of talents that were inheritable, and the drakeling didn't know any yet.
Later I completed a second quest and tried Role Model again, with the same result. I feel like I must be missing something.
Another thing about this is that it puts Role Model on cool down, and even though the inspiration buff remains, there is no way you could use it because the cool down for Role Model is so long. Was the buff meant to go away? Was the cool down not meant to trigger?
I feel like if the drakeling can't learn anything because it doesn't meet certain requirements, I should get some information regarding what those might be, and the opportunity to try again with another drakeling, instead of having to sit there watching the buff that I worked so hard get tick away into uselessness.
I should note, as well, that this was all in a run that I started after the latest patch. My Drake certainly feels powerful, by I'm still mostly at a loss when it comes to my Drakelings.
nekarcos wrote:
- Ritch sits curiously in the middle... Not too high, and not too low. When I peeked at their talents, it seems there's a focus on Willpower+Firestarter. Perhaps this will change once player gain access to Tier 2 and 3 weapons? Hmmm...
I would say the focus on Willpower and Firestarter are related to the fact that Flame Spit is the only active talent you start with, and the rest of the Ritch's damage output relies on an expendable resource, in the form of blades. Once you level up the generics and you can forge them with more durability, and get better blades to work with, this might not be as much of an issue, but it makes the early game really difficult, and I think players are looking for a way to build a Ritch that will not be so reliant on a scarce (i.e. not regenerated by resting) resource.
Another thing is that the Ritch has a number of abilities that rely on enemies bleeding... and you don't get
any abilities that make enemies bleed until later. Why invest in the talents that interact with bleeding before you can make anything bleed? Start them off with an active attack that causes bleed and I bet you will see a shift away from Firestarter.
Also... Cold Bood is an interesting tree, but I can't really see anyone investing the cat point. As there is only one talent in it that actually gives you any net power (two give more exp, which becomes pointless when you reach max level, and the other gives more gold) and even that is only effective against enemies that have already been considerably weakened. Considering how low-impact the entire tree is, I would vote for unlocking. I would go further, even, and suggest that Ritchs start with one point in each of the talents in this tree. Drakes and Hydra both start with generic points already invested, and while they would be a bit odd to start without them, given their nature, it still makes the Ritch start seem unbalanced. This would make things a little more 'even', while gaining them next to nothing in the long run. And, as I said, I don't really see players investing in this tree, so why not give them a some free points in it?