"Overpowered" classes and player skill levels

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edge2054
Retired Ninja
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Joined: Fri May 28, 2010 4:38 pm

Re: "Overpowered" classes and player skill levels

#31 Post by edge2054 »

Psionic channels and thus Discharge could be changed to allow movement I think without being overpowered. Maybe with a movement speed penalty. As to it being overpowered or underpowered Dekar and I both felt the tree was pretty powerful at one point in time, did I overnerf it or did Solipsists lose too much defense to make a stand around and tank while everything melts around you strategy viable?

ohioastro
Wyrmic
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Joined: Thu Jan 20, 2011 4:32 am

Re: "Overpowered" classes and player skill levels

#32 Post by ohioastro »

The restrictions on what you can do are so severe that essentially no one uses it. Yes, they should be relaxed.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: "Overpowered" classes and player skill levels

#33 Post by SageAcrin »

I think in this case the heavy restriction actually narrows the interest of the skill, without really impacting the power.

I'm pretty sure you could strategically use it still without movement or Dream Hammer and get solid milage. The big difference is that A: It encourages a sidegrade build(most players don't use Dream Hammer a lot), and B: It makes the skillset less passive.

Generally speaking, players will ignore heavily passive options if they have a choice, from what I've seen. Not something I've made a study on, just something noticed in passing. Allowing people to do more while it's on would make it more interesting.

HousePet
Perspiring Physicist
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Re: "Overpowered" classes and player skill levels

#34 Post by HousePet »

I found Discharge to be okay.
My feedback meter decays into coding. Give me feedback and I make mods.

Velorien
Archmage
Posts: 360
Joined: Thu Jan 12, 2012 9:09 pm

Re: "Overpowered" classes and player skill levels

#35 Post by Velorien »

HousePet wrote:I found Discharge to be okay.
Could you elaborate on that? Under what circumstances did you find it to be useful, and what about it made it an acceptable tradeoff for all the things you can't do while using it?

HousePet
Perspiring Physicist
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Re: "Overpowered" classes and player skill levels

#36 Post by HousePet »

Other than the fun of Backlash damage, Mindstorm is a nice way of refilling Feedback and hence Psi.
My feedback meter decays into coding. Give me feedback and I make mods.

jenx
Sher'Tul Godslayer
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Joined: Mon Feb 14, 2011 11:16 pm

Re: "Overpowered" classes and player skill levels

#37 Post by jenx »

HousePet wrote:Other than the fun of Backlash damage, Mindstorm is a nice way of refilling Feedback and hence Psi.
??? I don't get this. I just ran arena solipsist with discharge and it wasn't much fun!
MADNESS rocks

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: "Overpowered" classes and player skill levels

#38 Post by edge2054 »

Fun is a subjective term. If every solipsist tree was fun for everyone they wouldn't have so many trees to pick from.

That said I'll look into allowing some movement with psionic channels and I'll take a look at the Solipsism talent as was suggested in another topic.

BoomFrog
Halfling
Posts: 84
Joined: Tue Apr 30, 2013 6:19 am

Re: "Overpowered" classes and player skill levels

#39 Post by BoomFrog »

darkgod wrote:I'd rather you list all the talents you find lacking than throw a blanket "some are bad" :)
Talents are constantly being monitored for fun & usefulness and your feedback as a "noob" is invaluable.

Thanks :)
Since you ask, and I am also a noob I'd thought I'd chime in. (Love how dedicated you are to improving the game.)

I played berzerker, Archmage, Rogue, and Summoner. Summoner seemed to be far easier since mobs are so easily distracted by your summons. But that's intrinsic to the class since a summon is both damage and defense. Fire drake was pretty bonkers though with it's high damage AOE foe-only confuse. I think maybe the Ferocious Roar should be moved off default fire drake and become the Wild Fire Drake talent? Also maybe mind damage so Grand arrival war hound doesn't boost it so much?

Also, Grand Arrival seemed pretty overpowered, in that it seemed like a mandatory skill for any summoner. I think the problem is that for basically one talent you are getting 10 new spells. That one point in turtle, spider, flame spitter, and war hound that I spent just for prerequisites are now fully powered bombs. Maybe the power of the grand arrival should be based on the summons talent rank, not just full power immediately?

I haven't won the game yet, in the middle of the prides now.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: "Overpowered" classes and player skill levels

#40 Post by jenx »

HousePet wrote:Other than the fun of Backlash damage, Mindstorm is a nice way of refilling Feedback and hence Psi.
I don't see it recharging psi...?
MADNESS rocks

HousePet
Perspiring Physicist
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Re: "Overpowered" classes and player skill levels

#41 Post by HousePet »

feedback decays into life which means psi.
My feedback meter decays into coding. Give me feedback and I make mods.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: "Overpowered" classes and player skill levels

#42 Post by jenx »

HousePet wrote:feedback decays into life which means psi.
Ah - ha !

I finally get what you mean, and having carefully followed the log for many dungeons I see the point.

So now I have unlocked Discharge and am maxxing all the talents, I think I am finally starting to see how this all works.

And I retract my earlier comment that Discharge tree is pointless!!!!!


What I would now say is that Discharge and Biofeedback is the hardest talent to understand.
MADNESS rocks

Kaja Rainbow
Thalore
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Joined: Sun Dec 18, 2011 1:41 pm

Re: "Overpowered" classes and player skill levels

#43 Post by Kaja Rainbow »

I'll offer the perspective of a low-intermediate player (one sorta legitimate win, that being a 1.0.0 solipsist). I was really interested in the theme of the oozemaster, but hearing about how it pretty much trivialized the game really discouraged me from playing one, and I ended up deciding to sit out the version that introduced it. So ridiculously overpowered classes really can discourage people of middling-low skill from playing them.

Some classes being stronger than others is okay, but one that can pretty much snooze through the game doesn't feel like it gives a real experience of the game.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: "Overpowered" classes and player skill levels

#44 Post by SageAcrin »

You know that many people were of that same opinion(trivialized game) for the 1.0 Solipsist, right?

I mean, I agree with what you're saying, I just find the contrast funny.

Kaja Rainbow
Thalore
Posts: 145
Joined: Sun Dec 18, 2011 1:41 pm

Re: "Overpowered" classes and player skill levels

#45 Post by Kaja Rainbow »

That's why I said only "kinda legitmate". As in I would've considered a win with another class considerably more legitimate. I didn't even go for the most tanky build possible and I still survived in some ridiculous circumstances while dealing out massive damage and CCing all around. It felt kinda absurd to me. That's why I want to wait for post-nerf Oozemaster.

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