Anthony wrote:The XP bonuses from killing enemies ramps up pretty quickly. In acts 5 - 7 on Normal you'll be pulling in 2k - 4k in creep XP, on top of whatever we set the level bonus XP to. So you'll level up a lot faster after you get through the early bits.
However, yes - it is intended to only have it taking 5 - 10 battles to level up. We're leveling up quicker than I'd like, but this is the best I could do for now.
the system is in place and is functioning well, it's just too late to make major overhauls.
The idea with phasing is to have you have to place defenders at spots to line up with phased-in times.
If regen is too high, that's a problem to fix, but phasing is a positional mechanism to slide the player's placements around.
Anthony wrote:I'm sorry, apparently I haven't been clear. I haven't modified the 1-time XP bonuses for each level yet at all. Those all need to be bumped up which should help with the leveling slowness that you're seeing, especially for the first half of NG+. Also, please keep in mind you're playing in-development, un-balanced builds. If you're looking for a clean, balanced, *fun* version to play, please wait until we release it.
As for the difficulty of level, while I'm going to continue to work on that, as I've said from the start the star-system of picking your difficulty will allow you to tune the experience. You don't have to beat the easy level to unlock the medium level (if you did, your argument would be much more valid), so if you're finding it too easy you can just start playing on the next set of stars. It's difficulty controlled by the player, and as long as the lowest difficulties aren't too hard (which they could be at the moment) and the highest aren't too easy (which I don't think is a problem right now) you'll be able to find a set of levels that make sense for you. Sure, it might only be 30 or 40 of the 120 levels that work, but that's another 30 - 40 levels to play through with your party.
You're right that regen is a linear growth - which means that it is essentially a % regen (i.e. gains 1% of health per second). I'll give it some play too and see if I need to make it a softer curve for the regen values. I want them pretty high early on, but you make a good point that at the higher levels it may get out of hand. That said, I'm constantly surprised with the performance of players, and I want to make sure there are some challenges for people who have fully maxed parties - gotta have something for everyone. But yes, point duly noted.
I think you're right about toning down regen, but I think what I'll do is just make the linear growth lower. These are done with a base value and a linear addition - I can keep the base the same but make the scaled addition smaller to level out the curve and make it less insane as they level up. Anyway, digging in for the night, trying to finish up the content so I can finally address your balance concerns!
coyot wrote:So I would say that Zelemir's HP on Normal should be at least 600k on Normal and some 800k on advanced, in order to force the player to deal with the creeps as well, not just pwn Zelemir.
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