Wow Are Some People Flipping Out.
The thread was titled "Hard mode is too easy" or something of that nature. But the forums are ablaze with people's ideas which will do nothing but shatter any semblance of balance this game has. So lets start slow. See what's causing the issues in the video and go from there.
Problem 1: I'm one-shotting enemies. No surprise. I have vorpal stuff. Vorpal weapons are SUPPOSED to be that POTENTIALLY powerful. Here's the thing. Vorpal requires two things to happen. First, I need to land a crit. Second, that crit has a 1 in 20 chance (5%) to instantly kill whatever it is I just hit. This applies to all weapon damage, so this can come off ripostes and other abilities as well from what I have seen. The issue arises when I one-shot a boss in like 2 seconds, negating any sort of difficulty (you can see this on the demonic shadow), and whatever lackeys he/she has or he/she summons. What everyone has to keep in mind is that Ranger I made is built purely for the purpose of Vorpal weapons. Notice how I'm critting pretty much every attack and attacking really fast? That's because every piece of gear I have on except like 1 piece has added critical hit range. Why am I attacking so fast? Action speed. My build is literally based on auto-attack power and getting the vorpal effect. The sad thing? I don't even like this build. I think there's stronger stuff in the game people just aren't seeing. The min/maxer in me can see the potential. All you guys are saying how abilities are useless? Ha. Wait until this game is fully released and I really start digging in with my experimentation. This is just the beginning. This is just the first thing I noticed and decided to give it a try. And I must say, I'm unimpressed by it in relation to what I know is possible in the game. All that gear I found on the way to getting my vorpal/vampire auto-attack crit-build done? I didn't forget about the effects and stuff I saw. I know just how powerful a character can become. Won't lie. The character in that video is a joke to me.
In the video you can even see me fail to get a SINGLE VORPAL PROC on an entire boss! It's total RNG. And I don't like inconsistent things.
Step to a solution: First thing I'd recommend is making it so that bosses are immune to the effects of vorpal. Will that stop the soloing by itself? No, but it's a good step in the right direction. Make that change and then take it from there. Don't knee-jerk the effect and then you're left with the more powerful things I'm personally most certainly going to find. It's just gonna create a cycle of literally everything in the game needing to be nerfed until we do next to no damage and that's what creates a "challenge". But that's not really a challenge. That just creates the feeling of a challenge because it takes more of your time. That is not the route to go.
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Problem 2: Vampire effects! Oh boy, do I not even need a healer. You can watch the video. Any time I get to even like half life I switch to my vampire weapons and auto-attack myself back to full in 1 or 2 hits. If I really wanted to, I could just keep those on at all times and just fuel myself nonstop. And I'm sure you all noticed that the necromancer boss actually killed me. Was it a lapse of me paying attention? You bet. But it shows that my character (undergeared as he may be) is in fact, able to die. This is important to note and I left it in the video on purpose.
Here's what can kill my character:
-Chain CC (prone, etc etc)
-Being unable to attack for any reason outside of cc (I circumvent a lot of these effects by having an "Immune to restrain and paralyze." item on).
Steps to a solution: Lets start by having vampire effects have diminishing returns. Now allow me to explain that since a lot of you D&D fans don't even know what that term means, because as far as I'm aware that little RPG term is borderline absent (if not totally nonexistent) in the D&D franchise.
So, what are diminishing returns? Well, it's basically a term used for when your character does an effect, the more you do that effect over and over, the less powerful it is. Then, in order for the effect to go back to normal you typically have to wait a bit of time. Like half a minute, maybe a whole minute, and so on. The amount of diminishing returns on vampire effects on weapons is currently none. There aren't any. You can have vampire weapons out 24/7 and they'll fuel you. Therefore, I think the proper step to take is not to remove the vampire effect from the game (oh god that thread was a joke, couldn't even read it all the way through), but to make vampire effects HAVE diminishing returns. Like your weapon effect has a self-replenishing battery that can only be used so much before you're getting nothing out of it other than your standard hit damage.
I'll just toss out some numbers to get the idea fully across. Lets say you haven't used your vampire weapons a single time yet. They have 100% effectiveness (level 20 stuff) when full. When using them, each time you hit something with your vampire effect, it goes down by 25% before finally hitting 0. (100%->75%->50%-25%-0% hp returned). Then, once you've started those diminishing returns, you have to wait like a minute before you can steal more life. Like you've sated your weapon's thirst for blood/life essence and now you have to wait a bit before it can drink again and help sustain you to get more and more.
This makes it so that you can pull out vampire weapons and quick get yourself to full like once every minute. Like having a healing potion and a weapon combined. But you can only really do it once or twice before you have to wait out that DR (diminishing returns); thus meaning in the effect's downtime your healer is suddenly important again.
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But putting all of that stuff aside, y'know what has to be fixed in this game? The enemy scaling. Said it in the original thread, and I'll say it here. The enemies don't scale enough at end game. What is soul-crushingly difficult at level 1 is now a joke in comparison at level 20; since it's just a +2 to level offset. How would I fix that? Make it a +2 offset (as it is now) until level 10, at which point it turns into a "20% of the average character level" offset, rounded up always of course. So at 10 it'd be 2 still, 11/12 it would be +3, and so on. And at 20 it'd be a +4 to all enemies by default. That's literally double the current offset while feeling like a slow ramp-up to that point (assuming you're playing legitimately).
The fixes I proposed up there are in regards to the video itself. But I know if I wall of text too hard, nobody will read this thread. Of all the people who I hope to read it though, I hope the game's developers read it. I've seen games crumble because developers knee-jerk nerf things in the game too quickly before it's allowed to play out.
One thing I really liked hearing on the stream though.
"I'm glad people are liking the headstart so much. Because it's basically like 'baby Sword Coast legends'." (or something super, super close to that)
That quote, that singular quote gives me hope that all our little ranting and raving won't mean anything when the real enemies show up, and my proposed fixes here aren't even needed.