Drog Black Tooth
Self-Ejected
- Joined
- Feb 20, 2008
- Messages
- 2,636
Let's discuss the balance (or lack of thereof) in Arcanum. I heard so many opinions on it, that I got confused. How's it in reality? And is it fixable?
Some people say that technological stuff is not balanced. Well, I can say so about balanced (haha) swords, pyrotechnic axes and charged rings.
Considering magick, many people complain that harm spell is overpowered. And then there's unresistable disintegrate spell. Temporal college spells are considered overpowered as well.
There are many engine issues as well. For example, backstab skill is overpowered. Normally, it just adds bonus damage to a hit, but if you backstab an unaware creature, then all creature's armor and resistances get completely ignored, you hit its HPs directly in this case. And you can spend just 2 cps on the Stun Spell. Stunned creatures are considered unaware as well as when you attack while prowling. My character had full melee and dodge skills (with apprentice training) and full backstab skill with no training, and I was using an arcane dagger (max 18 dmg, even with 20 strength). I went to Stringy Pete, stunned him and backstabbed him in 18 hits, he didn't even recover from stun (it always takes two turns). He had 300HPs and 82% DR, as you can see his resistances were completely ignored. Stun spell works on all creatures except mechanical ones, and what's more if you get an expert training in backstab, it allows you to backstab with swords and axes, you can imagine damage to an unaware creature. A master of prowling can conceal oneself even during combat and backstab ignoring resistances too, but you get the training a bit late in the game.
There's also a problem with throwing items (they don't use APs in turn-based), which is also related to the engine.
And then there's also many exploitable bugs in the original game. For example, Dark Helm. You could buy it from any gypsy and it permanently adds +20% to Magick Aptitude each time your wear it. This way you can learn only Harm Spell and become and uber-mage. (There was just a typo in the script for the helm, but it changed the whole game experience!) Another exploitable bug was automatons. If you conceal yourself (prowling, invisibility spell) you could pick up hostile automatons and make them your army! And then there're also bugs with dweomer and reflection shields, there was a glitch that allowed to make any summoned or mind controlled creature into a permanent follower. I fixed all these bugs in my unofficial patch though.
Some people say that technological stuff is not balanced. Well, I can say so about balanced (haha) swords, pyrotechnic axes and charged rings.
Considering magick, many people complain that harm spell is overpowered. And then there's unresistable disintegrate spell. Temporal college spells are considered overpowered as well.
There are many engine issues as well. For example, backstab skill is overpowered. Normally, it just adds bonus damage to a hit, but if you backstab an unaware creature, then all creature's armor and resistances get completely ignored, you hit its HPs directly in this case. And you can spend just 2 cps on the Stun Spell. Stunned creatures are considered unaware as well as when you attack while prowling. My character had full melee and dodge skills (with apprentice training) and full backstab skill with no training, and I was using an arcane dagger (max 18 dmg, even with 20 strength). I went to Stringy Pete, stunned him and backstabbed him in 18 hits, he didn't even recover from stun (it always takes two turns). He had 300HPs and 82% DR, as you can see his resistances were completely ignored. Stun spell works on all creatures except mechanical ones, and what's more if you get an expert training in backstab, it allows you to backstab with swords and axes, you can imagine damage to an unaware creature. A master of prowling can conceal oneself even during combat and backstab ignoring resistances too, but you get the training a bit late in the game.
There's also a problem with throwing items (they don't use APs in turn-based), which is also related to the engine.
And then there's also many exploitable bugs in the original game. For example, Dark Helm. You could buy it from any gypsy and it permanently adds +20% to Magick Aptitude each time your wear it. This way you can learn only Harm Spell and become and uber-mage. (There was just a typo in the script for the helm, but it changed the whole game experience!) Another exploitable bug was automatons. If you conceal yourself (prowling, invisibility spell) you could pick up hostile automatons and make them your army! And then there're also bugs with dweomer and reflection shields, there was a glitch that allowed to make any summoned or mind controlled creature into a permanent follower. I fixed all these bugs in my unofficial patch though.