Rex Exitium said:
As Saint said, this game would benefit from having a skill cap and a total reworking of the mathematical system behind the way skills work. There's really no point in specializing in any kind of melee weapon when the diminishing returns are so severe.
Actually, I'm not in favor of capping skills. You can play with one character in this game FOREVER. It never really has an end, even after you kill the bad guy you're supposed to kill for the main quest in the game. The dungeon supposedly keeps going and going and going down deeper and deeper and deeper.
Well, I'm sure that at some point, you'll overflow some value that will end the game or break something, but you get the point. :D
Travis Baldree said:
We know. Your name is in bold in the start of the thread.
Even though the weapons skills diminish in relative potency, they're still fairly valuable. 20 points in Sword skill is 20 points of damage extra, guaranteed, per hit. And 20 extra to attack rating. Upping to 40 doubles that - that's still pretty substantial. It may be a diminishing return, but I never considered it to be unbalancingly so - A 40 point investment of Sword over Hammer is pretty substantial in terms of damage and chance to hit, right?
Okay, I thought that in your post, you were saying all weapon skills work like Dual Wield, Block and Critical Strike.
I'm interested in everyone's opinion in this, and am open to game-balancing changes - I just want to make sure they're thoroughly hashed through before doing so.
It's kind of hard to thoroughly hash out the discussion because there really isn't much feedback from the game in what advancing skills does. It would be nice if you incorporated what the skill does for you in a mouse over for the current level and what the next level will do for you as well. Diablo 2 and Sacred both do this, and it's a pretty nice feature.
For skills like Critical Strike and Shield Battle, while the increase in percent chance is small at later levels, the bonuses to their success are much larger - double damage of a 300 point strike is pretty bad ass. And blocking becomes exceptionally important for shield users...
Critical Strike is always double damage, though. At least, that's what the description of the skill says. If it's always double, then there's not much point in increasing the skill after a certain point because it's logarithmic.
Good game. I take it by the first patch Wild Tangent has agreed to reserve QA time for the game for updates?