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View Poll Results: Do you want a balancing patch?
No 30 27.52%
Yes, but I won't help in creating one 26 23.85%
Yes, I want to help with ideas, give input and feedback, etc... 36 33.03%
Yes, I would like to help with ideas and programming 5 4.59%
Yes, other... 12 11.01%
Voters: 109. You may not vote on this poll


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  #51 (permalink)  
Old 04-16-2008, 07:58 AM
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Default Re: Do you want a balance patch?

APV? I'm guessing Average ___ ____...
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  #52 (permalink)  
Old 04-16-2008, 12:21 PM
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Default Re: Do you want a balance patch?

Attribute Point Value. It's outlined in this sticky from the TQ Gameplay forum: http://www.titanquest.net/forums/gam...masteries.html

Essentially, it's the measure of "How many attribute points is the mastery itself worth?" when you convert the health, energy, strength, dexterity, and intelligence into attribute points (25, 25, 4, 4, 4 for each, respectively). Defense has the highest APV, which sits at 92.8, while Hunting has the lowest at 65.4. Earth is at 71.0, which is ridiculously low, in my opinion, for how limited some aspects of the mastery appear to be late game. Strangely, though, Hunting seems alright for being as low as it is.
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  #53 (permalink)  
Old 04-16-2008, 12:24 PM
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Default Re: Do you want a balance patch?

There is a guide on GameFAQS that does something similar, but gives less weight to the life, Earth comes out dead last, Defense/Hunting/Warfare out on top.
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  #54 (permalink)  
Old 04-16-2008, 12:41 PM
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Default Re: Do you want a balance patch?

The APV guide is generated strictly on the values in game. You get 25 health or energy per point spent, while you get 4 strength, intelligence, or dexterity. The weighting of stats (even though you could very easily do it) is beyond the scope of the APV system.

It's true, you can weight health and energy much lower than they are, given that it's hard to find a build were people say "Hey, maybe you should put more than 6 points in energy" and nobody is recommending health at all. Just in terms of hard values, though, we sit at 25 per point. Some things seem unbalanced there.
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Old 04-17-2008, 11:11 AM
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Default Re: Do you want a balance patch?

Long player of ARPGs. Diablo 1/Hellfire, Diablo 2/LoD, Dungeon Siege/LoA, Dungeon Siege 2 Can list others but their not top down view play style and/or that has a play while paused aspect. I know a couple people that have played a little in all of them as well...but they lack some speed with keyboard bindings to be equally effective.


The later stages of some skills really need a boost in effectiveness. Life Drain and others like it...by the time you get to Act IV or the next difficulty you might feel like unskilling the points to something else where as per cast you get next to nil in return and see no apparent effect on the target.

Dark Covenant...a way bit daunting at -10 hp per sec...seems like something you don't want to try testing until you have a massive level of HP as you can't upkeep it as you can't hit health potion enough due to cooldown time, Life Drain is ineffective later (useless vs undead).

^^^^^^Yes, the need to hit up making under effective skills and useless skills usable and more effective should be at the top of the list. Then once that is done see if any other balancing might be needed.


Don't know if it's just me but the defense points in general aren't as effective as they should be. I find it's a whole lot better to max out your possible damage out put for a more effective defense...and just follow the "Best defense, Don't be there." "Best defense is a good offense." Either kill it before it can kill you, or not let it hit you (some class's are designed to work this way like Rouge and Hunting). How ever others that are designed to sit and be tanks end up being ranked on respawn boards until WAY down the road...Defender, it should be a tank from the on set and not start being on near mid lvl.


-----Yeah dream Mastery feels like it abit over powered, but only if you go down the meleeing crowd control route otherwise its ho hum like the others.


Green Uniques can some times be more powerful then blue Uniques..if a charm/relic is attached. But have a FAR more hideous drop rate.

-----Some aspects of balance was broken already with TQIT that wasn't in Plain TQ. Like trading between your chars with the caravan guy. Now if you get an item better for another one of yours chars your not just wishing it dropped for that other guy.
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  #56 (permalink)  
Old 04-17-2008, 12:01 PM
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Default Re: Do you want a balance patch?

To be fair, Vault fixes the concern about item drops, as can (if you know people) in-game transfers in multiplayer. It's really not all that different from Diablo in that regard.

My biggest concerns are for things that don't have effective workarounds at moment.
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  #57 (permalink)  
Old 04-19-2008, 04:41 AM
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Default Re: Do you want a balance patch?

I would gladly welcome a balance patch but rather on nerfing skills(I cannot think of any overpowered ones),it would be better to improve skills that have been generally accepted as useless.

- SPIRIT: Death ward could be reworked so that if a hit is supposed to kill your char instead it will leave the fellow with 20-40% of max life(incrementing from 20 to 40 as you put SP).Life drain would work as an activated skill on a timer of 5 secs during which the char would automatically leech life from the nearest enemy and cascade would increase the no of enemies you can leech life from.

-WARFARE:Battle rage should be an activated skill on a timer of maybe 8 secs since it packs a lot of damaging power.It would give warfare a boss killing skill.

-DEFENSE:Adrenaline as an activated skill would be appreciated but I guess defensive reaction should be nerfed down a bit to avoid overpowering defense in case of boss fights(Imagine collossus and adrenaline).

-HUNTING:Ensnare is entirely useless because you have monster lure to prevent monster from targeting you.It would be better to introduce two other skills.e.g Jab as a LMB skill for spear wielders which would increase the pierce damage by 5% on 6 lvls starting from 25% and Open wounds as modifier which would add bleeding damage to the spear attacks and add stun.

I have only played with the above masteries till now with a Warden and a Spellbreaker so that will be my contribution.
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  #58 (permalink)  
Old 04-19-2008, 04:47 AM
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Default Re: Do you want a balance patch?

imo your warfare suggestion is feasable, don't know about defense, as my adrenaline goes off every fight, plenty enough for a ctc.

Ensanre should be AoE, then I would use it, trapping one enemy in a group of 15 is a waste of time.

Don't know about Life drain, sounds interesting, but I like Death Ward as it is, it gives you that extra bit of time to pot when normally you'd die, without making you too impervious.

I believe you need to play some more classes, and keep these good ideas churning out
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  #59 (permalink)  
Old 04-19-2008, 06:14 AM
Danlev
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Default Re: Do you want a balance patch?

I vote for the idea of ensnare be AOE and better still if it could hinder ranged attackers or stop them altogether from attacking.However,what would be the use of having monster lure then?
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  #60 (permalink)  
Old 04-19-2008, 02:40 PM
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Default Re: Do you want a balance patch?

Well, I won't stop anyone from posting their ideas, but this will not be the place where they'll be taken into consideration. It's too disorganized, randomized and many things more to do that in this lil' thread. Anyway, as I said, I won't stop you, but don't expect the posted ideas to be worked out.

Roughly 1/3 doesn't want a balance patch... that's a lot more than I expected, but still, there's 2/3 that actually wants one. Perhaps the number of people will be enough, I don't know. Nobody has volunteered for programming the stuff together so far, so the project cannot be completed as it looks now. That's fine for starters, there's not much to program anyway, but eventually we'll need someone to actually make the patch

I'll try to see if it's possible to get things organized so we can start discussing on the balancing, but this won't start until the fixpatch is ready.
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