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IDProjectCategoryLast Update
0007671Valley 1Suggestion - Balancing IssuesMay 9, 2012 2:19 pm
Reporterlavacamorada Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version1.011 
Fixed in Version1.013 
Summary0007671: Scaling of Conserving Mind/Overload/Resilient Form enchants
DescriptionWhen I killed the first overlord, two of the enchants I received were:

Conserving Mind: 69% mana cost reduction
Overload: 66% cooldown reduction, 10% mana cost reduction

Because the mana cost reduction stacks additively, I pretty much never run out of mana anymore, even when playing a character with low base mana, no mana upgrades, and casting three times as many spells as I normally could. Effectively, my damage output is tripled. Combining these with a Resilient Form and Stone Legs enchant that reduced all incoming damage by a total of 76%, I managed to kill the most recent overlord at tier 1 with no guardian powers, despite not having anywhere near the amount of skill that should be required to perform such a feat.

It feels good to be powerful, but it's kind of ridiculous that I can kill the overlords so easily, and equally ridiculous that I haven't upgraded either of these enchants in the last three continents. I've found other powerful hand enchants, including legendary ones with numbers that look far more impressive, but ultimately none of them compare to these. The problem, essentially, is that each point of "reduces something by x%" makes the next point more effective.

A more balanced system would be to scale the relevant quantity (mana costs, cooldowns, or damage) by 100 / (100 + x), where x is the amount of the stat you have. Under this system, small amounts of these stats would work about as well as they do now, but large amounts would scale no better than large amounts of "additive" stats such as damage dealt.
TagsNo tags attached.
Internal WeightFeature Suggestion

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keith.lamothe

May 9, 2012 2:19 pm

administrator   ~0023876

Very good points.

For 1.013:

* Enchant rebalancing:
** Mana-Cost-Reduction effects from enchants (and guardian power buffs) now affect mana regen instead (so if you had a -20% mana cost enchant, it's now +20% mana regen)
*** This should have a roughly identical effect in terms of how much you can sustain fire (except at very high percents; +99% regen is by no means as good as -99% costs), but it doesn't have the side-effect of breaking the purpose of max-mana as the gate on usage of high-cost spells (which became much more the main purpose of mana in general in the last few weeks of the beta, but the mana enchants weren't changed at that time).
** Cooldown-Reduction effects are now scaled non-linearly, so X cooldown reduction no longer results in (100-X)% cooldowns, it results in (100/(100+X))% cooldowns.
*** Yea, this is a nerf, but it was too easy to get 60+% cooldown reduction and just turbo-burn even overlords. That's still possible, because it's cool, but it takes a lot more concentrated stacking and guardian buffs (150% raw reduction = 60% scaled reduction, for instance).
** Incoming-Damage-Reduction effects are now also scaled non-linearly in the same way as cooldown reduction.
*** The need was less acute here but it was still too easy to get really high damage reduction. If this is too severe, a gentler non-linear scaling could be used for this stat.
** As a happy side effect of all this, listed enchant effects now show your total active percent (counting enchants, guardian power buffs, and most other effects from missions, monster debuffs, etc).

Thanks :)

Issue History

Date Modified Username Field Change
May 9, 2012 8:04 am lavacamorada New Issue
May 9, 2012 2:17 pm tigersfan Internal Weight => Feature Suggestion
May 9, 2012 2:17 pm tigersfan Status new => considering
May 9, 2012 2:19 pm keith.lamothe Note Added: 0023876
May 9, 2012 2:19 pm keith.lamothe Status considering => resolved
May 9, 2012 2:19 pm keith.lamothe Fixed in Version => 1.013
May 9, 2012 2:19 pm keith.lamothe Resolution open => fixed
May 9, 2012 2:19 pm keith.lamothe Assigned To => keith.lamothe