jdoleary / Spellmasons

https://store.steampowered.com/app/1618380/Spellmasons/
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Discuss Balance Changes (and Arrows) #344

Open SoulMuncher opened 10 months ago

SoulMuncher commented 10 months ago

Discuss game balance changes

jdoleary commented 10 months ago

The question is how do we weigh "infinite range". Right now arrow is 10mana 10 damage and slash is 10mana 20 damage. Maybe we could bump arrow's damage up to 15? I know I don't want it at 20 because then slash would be obviously worse. IMO going through walls isn't as powerful as infinite line of sight range.

SoulMuncher commented 10 months ago

Opinion on Projectile vs Target behavior

Real reason arrows suck

Comparison:

And when this continues across multiple enemies and multiple turns throughout a level, arrow continues to increase in cost while slash stays at a maintainable level. The issue gets worse at higher enemy scaling, higher difficulties, more enemies, waves, and so on. Double damage is WAY more than double effectiveness in this game.

Community Feedback

There's been a lot of feedback mentioning how arrows are pretty weak. The only person that didn't say they were weak said they were "fine" which isn't the highest praise in the world lol 😅

Other Comments

Summary

Arrows are generally kind've weak and need a buff, but we should try to keep their "personality" intact. Low damage, spammy, etc. Need to find a creative way to buff it.

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Edit: The personality I'm thinking of might be more related to the archer's 0 expense scaling, than to arrows directly, so take that point with a grain of salt. We do still want spells to feel fun and different though.

jdoleary commented 10 months ago

Wow great analysis. I like how you've identified the personality of arrows. I agree. I'd be worried about changing slash since a lot of the game is balanced around it as the core damage dealer. I'd be more open to buffing arrow. Maybe half the mana cost instead of changing damage?

SoulMuncher commented 9 months ago

Maybe half the mana cost

Hm... This seems like too big of a buff. Let's come up with a couple other ideas before implementing anything 🤔 I will do some more brainstorming after the big refactor and other high prio issues are solved.

SoulMuncher commented 4 months ago

I think this can wait for spell damage (#788) and runes (#778) Having a high range/low cost spell is going to become more valuable with these changes.

I'm still wondering if we should remove it from the "damage" options on the 3rd spell pick. Personally, I wouldn't want it disabled because that limits my ability to build into a specific playstyle early on, but at the same time, taking arrow/bolt as your first and only damage spell seems like a common pitfall for players in the early levels.

Note that Bolt (#793) is in a very similar situation and can be compared to slash in many of the same ways Arrow can. It trades a significant amount of damage for a change in targeting behavior. We should reference this issue when adjusting its balance.