Since the new forum lacks a dedicated Balance Reports section...
With the new Combat 2.0 update, a lot of things changed for fights that used to be "gangs" of enemies, like the Deck 13 robots or the Phoenix pirates. If you bump into a fight that seems dramatically unbalanced for what level bracket it's supposed to be at, post it below. If you have any other combat balance suggestions, also post those! If you discover something wonky but not-a-bug, that too!
Note: this isn't the time to talk about big sweeping mechanical changes, like "Let's get rid of Energy and-" (though Energy/Health Regen and Resting are both getting some tweaks soon, I think).
I'll start out with what I've picked up already at a glance:
With the new Combat 2.0 update, a lot of things changed for fights that used to be "gangs" of enemies, like the Deck 13 robots or the Phoenix pirates. If you bump into a fight that seems dramatically unbalanced for what level bracket it's supposed to be at, post it below. If you have any other combat balance suggestions, also post those! If you discover something wonky but not-a-bug, that too!
Note: this isn't the time to talk about big sweeping mechanical changes, like "Let's get rid of Energy and-" (though Energy/Health Regen and Resting are both getting some tweaks soon, I think).
I'll start out with what I've picked up already at a glance:
- Deck 13 robot fight is hilariously brutal ATM. Each individual bot seems about as strong as the old gang. Needs serious tweaking.
- Male Raskvel gang is still a gang fight rather than a proper group fight. Not sure if intentional.
- Same with the Nyrean Praetorians.
- Tech Specialist Disruptor type abilities should be converted to multi-target hits.
- Smuggler's Grenade abilities should probably be multi-target, too.
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