Lujo
Augur
- Joined
- Mar 3, 2014
- Messages
- 242
As for the imbalances, it's really very simple. The game has always been about damage spam as damage spam has always been incredibly powerful, and everything else was deliberately and mathematically made worthless.
Ok, what exactly do you mean by damage spam?
There's too little "game" for there to be anything in it but damage spam in one way or another. You got stuns, you got dmg and you got heals. Positioning is kind of a factor, but that mostly boils down to which skills you can use at any given point. DoT is just stacking damage, from what I've seen it mostly lets you get a techincal killing blow on something in a way which lets the rest of your guys act before the fight ends (meaning heals). On bossess it's stacking damage, when used on your guys it's atrition. But the system itself, take from it or add to it, is so simplistic that I'm having a hard time imagining what you (or me or anyone) would do to it to improve it (or make it worse). If something can kill the enemy before it gets a chance to act it's strictly better than anything else, more or less, with the system as such you can't really get it any other way.
I'm beginning to get a feeling too many people fell for the art/style/premise taking itself seriously, really, and imagined there's too much room for improvement or that the game is difficult because it presents itself as difficult. I think there's too many skills in the game, not because of numbers on this or that skill, but because there's no real room for all these skills whatever you do. Unless there's specific challenges that then require you to have this skill to deal with them. But what the game then lacks the most is enemies.
You seem to have protested (as far as I can tell) the design strategy of adding things to the game which made people have to use mathematically sub-par skills or, say, deviate from damage stacking. But that's all you can do with this kind of system, it desn't have an inherent need for anything but damage. It's a phone game.
Have you considered that you, too, probably more than most folks, fell for the ambience and the art? The system is so simple minded that it's not worth arguing over, but what could have convinced you that it has more potential? It's a shame that you aren't familiar with the old fallouts, as they have almost the same exact problem - the combat system is a complete joke, yet legions of modders and tinkerers over the years have tried "fixing" the game by fiddling with guns because the gun artworks and combat sounds/animations convinced them that it's supposed to be a game about guns. And both early fallouts are essentially point and click dialogue adventures that happen to have a strange interface.
If you ran into an actual phone game with less engrossing art would you even bother with the combat mechanics at all or would it have been obvious to you right away that there's no point?