Should Range Weapons+Melee weapons be nerfed and Magic be buffed? Other Game Balance Questions
Just wanted to think out loud. There has always been an engine issue of if you deal too much damage, the numbers go into the negatives and the number of hits it takes to actually kill a monster goes up.
Damage ranges for upper 60-70+ characters can easily reach 50k-65k+ damage per hit, however the game bugs out.
It doesn't also take a turn for those characters to equip a new weapon/bow or ammunition either.
In contrast, in the damage range of the most optimal mage only character is roughly 1k-2k max. Even at that damage range, the cost per cast is incredibly high. Reloading on mana also takes a turn as well.
And doing the wand only method is a playstyle all the other archtypes are open to as well, but it doesn't really bring that true magic experience.
Other game issues that can be brought up is the lack of use of the personality based traits, it seems combat is more favored. I prefer that process myself, however, I think we should utilize all skills available, like having higher level of that specific personality skill give more rewards or different items?
Or having more daggers, maces and and 2h/1h crossbows/throwable weapons would add a different sort of options in terms of playstyle, since under the hood, its pretty much all flavor text, right? I also don't remember if we have 2h only melee weapons.
I'd also like to Bring up Undead Magic, since it is set separate, yet it doesn't offer anything so significant that requires a separate style, even though it does have a unique flavor in the beginning. Should Undead Magic have more additional Disease Effects in addition to what it already does and it becomes more intense as the levels get higher? Same thing with Higher level attack magic or having attack magic have more AOE spells?
Or am I thinking too much sandbox style in terms of what the Quest Engine can do?
Just wanted to spark some discussion on Game Design. What do you all think?