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Hard hit, weapon accuracy and dodge unbalanced?

A place for general discussion about the content and gameplay of Andor's Trail.
Pyrizzle
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Re: Hard hit, weapon accuracy and dodge unbalanced?

Post by Pyrizzle »

We’ll boost them for the next update: HH +3, weapon acc +15%, dodge: 10%
So now i gotta ask your opinions....

With the bonuses from Hard Hit, Weapon Accuracy, and Dodge being raised, do you feel like they are worth getting? And why?
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

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Thystonius
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Re: Hard hit, weapon accuracy and dodge unbalanced?

Post by Thystonius »

Pyrizzle wrote:
We’ll boost them for the next update: HH +3, weapon acc +15%, dodge: 10%
So now i gotta ask your opinions....

With the bonuses from Hard Hit, Weapon Accuracy, and Dodge being raised, do you feel like they are worth getting? And why?
The skills themselves are a nice option for newbies or people who know they want to take followup skills later anyways. In the start, even more with the upgrade, a level in hard hit makes a HUGE difference, since base AD is only 1. I would never take HH or WA or Dodge early on though, IF at level 5 for maximum effect :-)

It is good the skills get balanced. I do not see much need for evasion, but I might as well take it later. Dodge is hence not so important, since for Bark Skin I need base BC.

Since I want Cleave I might as well wait for the boost...

EDIT: shouldn't skills work in this way: instead of a permanent upgrade when you take a skill, with whatever the skill gives at that moment, the game should have variables that canbe altered later on? So if something is overpowered and gets nerfed, all player characters who took the skill are affected and not only the ones who take the skill after the nerf. Seems silly people have to wait for the update before taking HH, WA or Do... writing a patch to give back skillpoints is only a lot of work, but changing the way skills are applied to character is a sustainable solution. Just saying...
Lvl 74|XP 7,280,442|€ 364,324|2013.08.27
HP 229|AC 238%|AD 46-55|AP 3|ECC 25%|CM 3.0|BC 140%|DR 10|SR
RoLS 2|ElyR 1|RoL 0|ChaR 0|GoLF 1|ShaF 1|SRoV 0|VSH 0|WMC 0|GoW 0
WA 1|HH 1|Clv 1|BS 5|CS 2|CE 1|IF 5|Reg 1|DPS 1|DP 1|SP 2|LAP 1
randerthall
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Re: Hard hit, weapon accuracy and dodge unbalanced?

Post by randerthall »

So it appears that new updates MAY be available after June 2013 :shock:

Any other skills getting buffs beside WA, HH and Dodge?

BACK TO THE TOPIC:

If you ask me, depending on how one builds their character, those skills can be essential. If you plan on having heavy armor as part of your core gear list, you need better AC since those armors deduct a significant amount from your hit ratio. With WA, dodge and HH, a heavily armored character can be a deadly force to be reckoned with because of high def, good accuracy and insane damage capacity 8-) Imagine that character with either a BSS or a ROL.....

HERE COMES THE JUGGERNAUT BABY :mrgreen:
Level 108*
HP:169 AC:348% AD:63-78 CHS:-24 DR:1 BC:208%
WA2 HH2 DO2 MC6 CS2 IF1 MF2 1HSPro1 L.ArmPro3 FS:DW2 S:DW1 CL2 EV3

UPDATED: 02/01/2014

*Blackwater Gear with ROL, 2 ROLS, E. Combat Boots & Gloves
Firesoldier
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Re: Hard hit, weapon accuracy and dodge unbalanced?

Post by Firesoldier »

So we should wait to use our skill points for WA, HH and dodge until the next update is released, but we'll have no disadvantage just by leveling up continuously, right?
Lvl: 91, XP: 13993837, Gold: 265318, RoLS: 1, ElyR: 1, RoL: 1, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 2, VSH: 1
HP: 306, AC: 359%, AD: 39-43, AP: 3, ECC: 35%, CM: 7.5, BC: 115%, DR: 2
Pyrizzle
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Re: Hard hit, weapon accuracy and dodge unbalanced?

Post by Pyrizzle »

Thystonius wrote:
Pyrizzle wrote:
We’ll boost them for the next update: HH +3, weapon acc +15%, dodge: 10%
So now i gotta ask your opinions....

With the bonuses from Hard Hit, Weapon Accuracy, and Dodge being raised, do you feel like they are worth getting? And why?
The skills themselves are a nice option for newbies or people who know they want to take followup skills later anyways. In the start, even more with the upgrade, a level in hard hit makes a HUGE difference, since base AD is only 1. I would never take HH or WA or Dodge early on though, IF at level 5 for maximum effect :-)

It is good the skills get balanced. I do not see much need for evasion, but I might as well take it later. Dodge is hence not so important, since for Bark Skin I need base BC.

Since I want Cleave I might as well wait for the boost...

EDIT: shouldn't skills work in this way: instead of a permanent upgrade when you take a skill, with whatever the skill gives at that moment, the game should have variables that canbe altered later on? So if something is overpowered and gets nerfed, all player characters who took the skill are affected and not only the ones who take the skill after the nerf. Seems silly people have to wait for the update before taking HH, WA or Do... writing a patch to give back skillpoints is only a lot of work, but changing the way skills are applied to character is a sustainable solution. Just saying...
The game is still a masterpiece in progress and there will be many changes coming up. I understand what you are saying but i hope you will at least be pleased that we gave you fair warning before you invested SPs and lost out on some stat points. As the game gets developed some things might end up getting nerfed and some will become more powerful, nothing is set in stone. A lot of stuff has been changed or moved since i started playing which is why i start new builds each time a new update comes out.

Oh! and no-one said you "have to wait for the update before taking HH, WA, or DO" you can still do it. ^_^

happy hunting!
Firesoldier wrote:So we should wait to use our skill points for WA, HH and dodge until the next update is released, but we'll have no disadvantage just by leveling up continuously, right?
There is absolutely no disadvantage to leveling up continuously, I try to save up Skill points so that if something comes up later i can get it without having to wait to gain a few levels first
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

---------------------------------------------------------------------------------------
Thystonius
Posts: 490
Joined: Thu Jul 19, 2012 11:49 am
android_version: 2.3 - Gingerbread
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Re: Hard hit, weapon accuracy and dodge unbalanced?

Post by Thystonius »

Pyrizzle wrote:
Thystonius wrote:EDIT: shouldn't skills work in this way: instead of a permanent upgrade when you take a skill, with whatever the skill gives at that moment, the game should have variables that canbe altered later on? So if something is overpowered and gets nerfed, all player characters who took the skill are affected and not only the ones who take the skill after the nerf. Seems silly people have to wait for the update before taking HH, WA or Do... writing a patch to give back skillpoints is only a lot of work, but changing the way skills are applied to character is a sustainable solution. Just saying...
The game is still a masterpiece in progress and there will be many changes coming up. I understand what you are saying but i hope you will at least be pleased that we gave you fair warning before you invested SPs and lost out on some stat points. As the game gets developed some things might end up getting nerfed and some will become more powerful, nothing is set in stone. A lot of stuff has been changed or moved since i started playing which is why i start new builds each time a new update comes out.

Oh! and no-one said you "have to wait for the update before taking HH, WA, or DO" you can still do it. ^_^

happy hunting!
You are totally missing my point and defending the developers against an imaginary attack. I am trying to say, if any of the developers have some time amongst the huge to do list, it would be a great sustainable solution to create a variable for each skill, that is affected realtime by improvements or nerfs. When skills are coded that way, you can not end up with a character with overpowered stats. Just like with equipment, if existing equipment gets changed, everybody owning such a piece notices, right? Or do 'old' and 'new' versions of the same pieces also exist?

I just do not know how much work it is to code such a system, hence why I will wait until the update. In the meantime I am leveling up my second build, skipping all quests so I can use it as a character to test new skills and different quest outcome.
Lvl 74|XP 7,280,442|€ 364,324|2013.08.27
HP 229|AC 238%|AD 46-55|AP 3|ECC 25%|CM 3.0|BC 140%|DR 10|SR
RoLS 2|ElyR 1|RoL 0|ChaR 0|GoLF 1|ShaF 1|SRoV 0|VSH 0|WMC 0|GoW 0
WA 1|HH 1|Clv 1|BS 5|CS 2|CE 1|IF 5|Reg 1|DPS 1|DP 1|SP 2|LAP 1
Pyrizzle
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Re: Hard hit, weapon accuracy and dodge unbalanced?

Post by Pyrizzle »

IMO i think that doing that would cause players to feel like their hard work grinding wouldn't have much payout in the end. What i find fun about Rogue RPGs is that it's very hard at first and after spending some time building up your player you can start to feel really powerful. Once i get too overpowered that's the time that i start over and try out a different build.

With more updates somewhere down the road the NPCs will get harder and harder, which will give the high level players something to be challenged by.
---------------------------------------------------------------------------------------

Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

---------------------------------------------------------------------------------------
Thystonius
Posts: 490
Joined: Thu Jul 19, 2012 11:49 am
android_version: 2.3 - Gingerbread
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Contact:

Re: Hard hit, weapon accuracy and dodge unbalanced?

Post by Thystonius »

Pyrizzle wrote:IMO i think that doing that would cause players to feel like their hard work grinding wouldn't have much payout in the end. What i find fun about Rogue RPGs is that it's very hard at first and after spending some time building up your player you can start to feel really powerful. Once i get too overpowered that's the time that i start over and try out a different build.

With more updates somewhere down the road the NPCs will get harder and harder, which will give the high level players something to be challenged by.
Hmm, still not what I am trying to get across.

My level 44 is already very powerful, a couple of more extra damage doesn't matter that much. It would just be more fair if changes to skills would affect old and new characters, whether those are buffs or nerfs. I just got my second build to level 14, as with any game this went really easy because of knowledge of the game, died only couple of times because I took risks. I know what to buy and where to xp / hoard cash now, after buying two polished rings of backstabbing and getting IF, BS and Reg I can clear snake cave and wolf cave eating only a couple of meat. Since some things are hardcoded, I will keep the skills neutral on this character so I can experiment with new skills or buffed / nerfed skills in separate copies :-)
Lvl 74|XP 7,280,442|€ 364,324|2013.08.27
HP 229|AC 238%|AD 46-55|AP 3|ECC 25%|CM 3.0|BC 140%|DR 10|SR
RoLS 2|ElyR 1|RoL 0|ChaR 0|GoLF 1|ShaF 1|SRoV 0|VSH 0|WMC 0|GoW 0
WA 1|HH 1|Clv 1|BS 5|CS 2|CE 1|IF 5|Reg 1|DPS 1|DP 1|SP 2|LAP 1
Spark
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Re: Hard hit, weapon accuracy and dodge unbalanced?

Post by Spark »

I did similar conclusion for my Qsd build

As far as I need only AC and AD I chose not to take WA.

invest 8 levels in +5 AC on each, and 2 HH skills
you'll receive: +5AC x8=+40AC, and 2HH x2=+4dmg
= 44 stats total

or

invest 8 levels in +1 dmg on each, and take 2 WA skills
you'll receive: +1dmg x8=+8dmg, and WA x2=24AC
= 32 stats total

12 stats less on 8 levels, what a waste!

---------------------------
calculation for BC (block chance) vs dmg

invest 8 levels in +3 BC on each, and take 2 HH skills
you'll receive: +3BC x8=+24BC, and 2HH x2=+4dmg
= 28 stats total

or

invest 8 levels in +1 dmg on each, and take 2 Dodge skills
you'll receive: +1dmg x8=+8dmg, and Dodge x2=18BC
= 26 stats total

2 stats waste not so horrible, but it is true better not to take WA and Dodge as long as you don't need them for some other skill.


zhuo wrote:Hard hit is too weak as a skill by itself.
It depends on how many times you hit.

2x6 =12

There is simply no better way to increase damage. (Not considering critical hits).
Image lvl: 34, HP: 79, AC: 231%, AD: 19-27, AP: 2/12, BC: 22%, Move Cost 4
Equipment: QsD, JoF, Villian's ring2, Villian's armor, HPG, Coward's boots, Fine green hat, Wooden defender
Skills: IF2, Ev3, Re1, CS2
Spark
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Re: Hard hit, weapon accuracy and dodge unbalanced?

Post by Spark »

We’ll boost them for the next update: HH +3, weapon acc +15%, dodge: 10%
I have v0.7.0. Does it means changes were declined? Or developers delayed them until next update?
Image lvl: 34, HP: 79, AC: 231%, AD: 19-27, AP: 2/12, BC: 22%, Move Cost 4
Equipment: QsD, JoF, Villian's ring2, Villian's armor, HPG, Coward's boots, Fine green hat, Wooden defender
Skills: IF2, Ev3, Re1, CS2
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