Posts from Expedition: general discussions.
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You said "come on, don't say that" in response to my statement about the inappropriateness of comparing the strength of characters through a duel rather than a battle with a group of enemies.
So why "nerf" them if you now admit that the current situation is adequate for mages?
In general, if we take a mage who isn't overly powerful, without considering magical abilities and various skills, we have 1000 mana and spells that kill >80% of enemies in one hit. In battle, we get, let's say, 5-10 casts with spells that cost an average of 100-200, which is definitely too much. However, the problem is that simply reducing the maximum mana pool won't fix anything; otherwise, weaker mages will not only become useless, but it also won't make sense to choose other races as mages.
Therefore, I concluded that we need to come up with something that wouldn't change the current balance of power but could somehow reduce mana regeneration or increase the cost of spells for advanced mages. This is, again, more of an argument in favor of hybrid classes, because right now, as I see it, investing in several different skill branches is quite useless.
increase the price of spells for leveled-up mages
*crawled away
Does Perception and Dexterity increase accuracy and dodge chance in general, or only within their respective ranges?
Now, with, say, 30 Dexterity and 10 Perception, the accuracy in melee combat and the character's dodge chance will be equal (using an Illarion as an example). And the same applies in reverse.
Are there any plans to give two-handed weapons smaller offensive and defensive stat penalties?
Overall, it seems very niche right now, only suitable against very tough non-human units. Because in other situations, it will deal approximately the same amount of damage in ten turns as a regular spell of equal cost deals in one cast. Or does it have some hidden features, such as armor penetration, that other spells in the school do not have?
Is there a dodge chance against targeted spells? Is it calculated the same way as before?
And where is Initiative?
assuming that 10 is required as a minimum value, otherwise two or three characteristics can be completely ignored and the necessary ones can be maxed out.
Firstly, mages themselves have the ability to invest in 2(3) stats and ignore the rest, which leads to some imbalance.
That is, they are in any case fragile, immobile, and not agile.
-reduce the amount of magical energy, which in principle will lead to an even greater weakening of average mages.
-partially tie the cost of the spell to the strength of the caster.
If Revan didn't develop a platform with calculations and is now finishing the 3D engine.
____
Oh, and you should also remember that the defense from armor, as in the previous game, is still there - ordinary heavy armor will give 40-50% damage reduction, but will limit movement to three (six with a skill).
As an option, you can also prohibit mages from moving in the same turn in which they cast spells. Exclude from this rule those that have a short range and add a skill for the ability to move as it was for archers.
And you should also remember that not every second mage is from Ishanada.
🏹🎪+⛓️♿=💕
This shows the character's field of view. Green arrows indicate full visibility with no penalties. Gray indicates that all characteristics related to defense (dodge, block chance, etc., but not psychic abilities) are reduced by 40%, and red indicates a reduction of 80%.
In the current system, the character automatically turns towards the enemy if they are fighting one-on-one, but I haven't fully decided how to implement this "turning" in other situations. The most logical solution seems to be removing this ability altogether, but then problems might arise, such as one of the enemies flanking the character and attacking from behind while he is admiring the sunset.
And regarding this, let me give an example using one of the assassin's skills (now a separate specialization).
Penalties for targets in the gray zone increase to 60%, and in the red zone to 100%.
Melee: attacks made directly from behind deal ten times the damage.
Ranged: attacks made from the red zone or surprise shots deal five times the damage.
how to implement this "turning" mechanic in other situations
Accuracy is only effective within its range, and there's only one dodge.