Together in Battle

Together in Battle

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darksol92 29 Apr, 2023 @ 8:24pm
Status effects might be a bit too strong...
Coming from previous titles in the series (all the way back to Telepath RPG, lol) I totally understand the status effects...
BUT
Considering a lot of battles in this particular game last such a short time, statuses like Blind and Frozen are basically a dead unit for the battle. While you can certainly have a pyrokineticist around to defrost units it does you no good if the enemy freezes your pyro first, and Blind requires items to cure... Light Bomb using shadowlings are probably the biggest offenders in my book, since starting locations tend to group your units and they can usually cross the entire map and blind ~4 of your units in one go ESPECIALLY if you roll an ambush battle...
So yeah, either carry Eye Drops on literally everyone but your healers or prepare to have all attacks but Mind Blast invalidated. Ugh.
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Showing 1-7 of 7 comments
y04egana 30 Apr, 2023 @ 5:03am 
Yeah agreed. I got absolutely rinsed in an ambush battle as my team got light bomb diddled instantly.

I feel having more variety in the maps size (larger and smaller) could help with this. This would also give a larger variety of units more of a chance to shine.

Another thing now admittedly this would be a different campaign/way down the line.
Would be to have different leagues to enter have different requirements. Such as a melee masters league where only melee units can enter.
Sinister Design  [developer] 30 Apr, 2023 @ 6:26am 
Thanks for the feedback! I'll need to give some thought to how to address this...
darksol92 30 Apr, 2023 @ 10:42am 
If I might offer a suggestion? Either make the mentalist ability that boosts accuracy remove blind as well, or on large area spells make the duration shorter.
For example Light Bomb blinding for a single turn rather than 3.
Also not sure exactly how the Overheat spell works, but it seems to wipe your energy completely and prevent restoring it even if you have the capacity to... basically it completely disables your psy users and I'm not sure if that's intended.
Also another option would be to give the shadowling classes more varied support abilities in exchange for not having the wide area spells, toss in some mind shields or some basic push/pulls to take advantage of their higher mobility.
jest 30 Apr, 2023 @ 12:43pm 
Yea, Overheat does cripple anything it hits for the rest of the match. They're left with a massively lowered energy cap unable to restore energy, even after using pills. Not sure if it's intended but it wrecks, esp being a massive AOE.
jest 30 Apr, 2023 @ 7:57pm 
On another note Frost Armor and Frost Army in particular are insanely strong.
4 turns of 50 phys resist for the entire team with just one cast? Nuts. It's an auto-win ability against phys teams (AI normally fields majority phys damage, maybe one or two casters max).

Imo it might be more balanced if fire or burning damage dispelled it.
Sinister Design  [developer] 30 Apr, 2023 @ 9:22pm 
Frost Army and Overheat are definitely both very strong--but as the high-level alternatives to Cryo Cross and Fire Gate, they pretty much have to be!

Originally posted by jest:
Yea, Overheat does cripple anything it hits for the rest of the match. They're left with a massively lowered energy cap unable to restore energy, even after using pills. Not sure if it's intended but it wrecks, esp being a massive AOE.

Not being able to restore energy after is a known bug, but that should be getting fixed with version 0.2.04.
jest 30 Apr, 2023 @ 10:31pm 
For sure, Psy damage/AOEs snowball as the stat scales up.

Phys resists are easily covered and scale up against STR gains through better armor tiers/buffs/stat gains, and hits are subject to dodge/misses.

Meanwhile covering all the Psy damage types is impossible. Psy hits reliably and applies devasting effects in an AOE from range. You may never find resist items (which resist a specific type for a low amount) or simply have the wrong class (ie. Pyro needed to resist frost).

Come to think of it, Telepath casters historically became deities as they levelled haha. Fighting them comes down to running away until they spam/waste all their energy doing things like nuking chests/objects or spamming overlapping buffs, and hoping they're in range for a lucky charge-stun.

Would be interesting if Psy had more counterplay for the really good effects: ie. Hardened charges deplete per hit (break through the frost armor with focused physical attacks), and cancellation from opposing elements.

Possibly have more ways to dampen/mitigate Psy damage as a whole (or maybe just lower overall Psy AOE damage and effect durations) as there's much less room to maneuver now.

Effects that last multiple turns is often the entire fight. Someone frozen for 2 turns, blind for 3 is out for most of the match. Most of my fights conclude in 5 turns, unlike Telepath which had long battles with multiple phases on large maps, where a few turns disabled weren't as consequential.
Last edited by jest; 1 May, 2023 @ 6:26am
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