Balancing the characters

I know its the first beta but the balance seems a bit off

I was wondering how other people were feeling that the balance should be changed if at all. I see people complaining that the rook is too powerful, and i agree that he is the strongest demigod, but i don't think he should be nerfed.

I think that the others should be raised up to equal him somewhat:

torchbearer i think needs a bit bigger range cus i have to get practically next to the rook to hit him.

And Regulus (spelling?) needs his starting mines upgraded or something cus at the start he can't even kill the creatures well at all

plus everyones eyesight should at least be equal to how far they can hit (ex. Regulus can snipe farther than he can see)

Post your comments on what you think should be corrected

and so far the first beta, i would have to say, is still really fun to play

1,474 views 8 replies
Reply #1 Top

well the forum is full with balancing suggestions atm, the main thing to be avoided is too much stuns, freezes ect.

Reply #2 Top

Arguing about balance at this stage is pointless. What we are working towards from what I can gather is:

1- Getting Demigod in a technically solid and stable state. This is probably the most important thing to do first, because it makes it easier to test non-technical related parts of the game later on.

2- Finalising the game design elements not related to actual Demigod balance (ie- how to differeniate each Demigod to be different from one another, how the items will work and any other gameplay related systems)

 

It would be silly to start the balance stage until all the final game elements are implemented (including the availability of all 8 Demigods). Of course the most obvious imbalances should be addressed just so we can test the characters properly without the game resorting to Rook-fests but outside that serious balance suggestions should be kept until much later.

Reply #3 Top

Remember Killer Instinct?  It was an old arcade fighting game in the Street fighter genre.  The thing that really set Killer Instinct apart was the combo's.  You could get these killer combos of 60+ hits, if you knew how to execute them.  As the opposing player, you may as well just walk away once a pro starts into his combo.  Sure, they had combo breakers, but even these had to be timed perfectly to get the freak off of you. 

My point is, if we buff all the heroes, your going to see more and more unbreakable combo's.  Right now in its current build (far from balanced, we know), there are some "killer" combos.  For example, take a team of 3 Rooks.  All it takes is one of them to get the opposing player with a boulder.  Thats it.  5 second stun with a 10 second cooldown.  Theoretically, it would onlly take 2 Rooks to perma stun a player or group of players.  Not to mention a double hammer slam will kill any character except a beefy rook.  I doubt that even that beefy rook would be worth much after 3. 

Players want to be in control.  They want to feel like they can choose to fight or run at some point in the confrontation.  Getting permastunned and dying just because you couldn't dodge the first boulder is going to be very frustrating.  Damage over time is one thing, but completely immobilized and unable to act for 5, 10, 15+ seconds is horrifying.

Stuns are extremely powerful, too powerful in this build.  Stun duration, cooldown, and the fact that the 3 current demigods all have at minimum 1 stun makes for a frustrating game. 

Sure, go ahead and beef the other Demigods.  Watch out for killer combos (aka unbeatable).  But for the love, nerf all stuns.

Reply #5 Top

Quoting Odit, reply 3
Stuns are extremely powerful, too powerful in this build.  Stun duration, cooldown, and the fact that the 3 current demigods all have at minimum 1 stun makes for a frustrating game [...] nerf all stuns.
End of Odit's quote

I agree. I just lost a game because two enemy Rooks were pounding away at my Stronghold -- both of them too regularly stunning my lone Regulus (while my 2 allies were doing nothing, being AFK, inert, in the back).

Reply #6 Top

Now that you mention it ya it is the stuns that are making the game a bit off balance/annoying sometimes.  And i know its only the first beta but the torchbearer needs his range up a bit more cus i cast a spell against a rook and get hammered immediately without the rook having to move closer.  Also i don't play regulus much so i don't know what needs to be fixed.

Reply #7 Top

FYI: World Of Warcraft had the PERFECT anti-stun strategy... Basically druids were rooting people in place none-stop while mages would pound on them. It was literaly unstoppable and unescapable if you were alone (1v2 and you could not even swing once). So what happens is the first time you get the full effect. Second is 1/2, 3rd is 1/4, 4th is no effect. Then after say 20 seconds all "diminishings" were gone and you can be re-stunned or rooted.

 

This is a great way to ensure that you don't have a team of 4 players just stunning nonestop with alternating abilities (regardless of char) while other team members deal the massive damage.

 

I know this is early but at least keep this in mind :)

Reply #8 Top

increase stun time of TB freeze moves or add dmg to them cause right now its weak knowing ice mode can output so little dmg and have to wait a long ass time before he can freeze again