Yapfeston: about Active Skills
You know what time it is? It's complaining & yapping time!
But seriously, I wanted to share my feedback about current (active) skills - and why most of them aren't fun to use.
IF YOU DON'T WANT TO READ WHOLE THING,
SKIP TO THE BOTTOM FOR TL;DR VERSION !!!!!
LONG VERSION
1. Inaccurate Descriptions.
Certain skills do not provide accurate description.
Specifically:
- Battle Cry: It lasts only 2 turns instead of mentioned 3 turns.
- Charge: Requires minimum roll of 9, which is nowhere mentioned. It also states to work only with Normal Attacks (which is not true).
- Gambit: If from now on all levels requires 12 roll "only", the skill tree should be mentioning it.
Additionally, certain skills have the exact values on multiple levels:
If they really provide more, for ex. +0.25 value per subsequent upgrades, then it should be mentioned, as currently it seems like we are wasting SP if we don't reach the next "round-number" level.
2. Skill Grouping by Types.
"Recoil Skills"
Two of the main Skills are Power Strike & Soul Shot. Both consumes HP per use.
- Soul Shot - always consumes 10% of total HP, no matter what the roll is. Punishable with low rolls, but has higher multiplier than PS.
- Power Strike - consumes HP in a more "fair" matter, adequate to dmg dealt, making low rolls less punishing. It's weaker-per-hit basis, but can be used more frequently. Recoil in regular Battles is usually manageable.
However, it's really punishing if player's HP doesn't quite catch up with DMG dealt.
I give an example from my perspective:
I have ~40k HP... In a Boss Battle, after stacking DMG buffs, Streak-buff and hitting a high roll, I can possibly deal 300-500k dmg.
Maxed out PS results in 10% recoil of damage it hits. You see the problem?
The skill acts a little "too fair". This issue does not happen Souls Shot which would take only 4k HP at max in this scenario.
"RNG Skills"
Two other choices are Charge & Gambit. Both have only a "chance" to trigger.
This chance can be improved by constantly spending a lot of energy in each Battle, but it can't be done in Boss Battles.
Odds of rolling, assuming each number (1-10) has exactly 10% chance to happen + we include Snake Eye in math.
- Gambit - Success chance: 47.37%. Failure chance: 52.63%. This means it works on every 2-3 try.
- Charge - Success chance: 63.16%. Failure chance: 47.37%. This means it works on every 1-2 try. In practice, a 5 turns on average are required to fully Charge it.
Both skills can be acquired at the same time. But doing so creates a lot of down-time of not dealing any damage at all.
If we add to it a Battle Cry, it's literally stacking RNG on a top of RNG with even more RNG - as BC lasts only 2 turns, while Gambit requires 2-3 turns (meaning you have only a CHANCE to utilize BC).
And that's assuming you won't need to heal / defend / your skill is not disabled ("stolen" by mob).
In that scenario, we are speaking of at least 8 (5+1+3) turns before we make the very first hit.
3. Skill Paths.
- Gambit vs Soul Shot.
Gambit starts weak, but raises decently.
With 2.6x multiplier on lv. 1, it stands on only 52% of it's maximum potential (being 5.0x). And 76% at lv. 10.
Soul Shot starts strong, but raises slowly.
With 2.0x multiplier on lv. 1, it stands on 66.6% of it's maximum potential (being 3.0x). And 83.3% at lv. 10.
When both maxed, their average performance is relatively close.
In 13 turns scenario Gambit usually hits every 3-5 turn (the exact ratio is 3.34, so technically more in favor of 3-4 turns) because of included 2 turns cd after hit.
Assuming it's maxed, The final dmg output is typically 20x or 15x (with 4 or 3 hits).In 13 turns scenario Soul Shot usually hits every 3 turns (as failure happens only at 1+1 roll) because of included 2 turns cd after hit.
Assuming it's lvl 19/20, The final dmg output is typically 15x (5 hits assuming no 1+1 roll).
While it seems Gambit to be the obvious winner here, with relatively often potential of final dmg being higher (especially when being buffed), in practice however... Battle Cry will often vanish before it can be even utilized, often leading to lose of its advantage hits-streak.
Soul Shot also has DEF pierce perk, which helps with contributing a bit more dmg, but... I will talk about it a bit later.
Lets just say it's not really that significant addition.
- Charge vs Power Strike
- Charge can be used with any Active attack except of PS.
It's good in theory, but in practice it requires 5 turns on average + it's intended to be used with strong attack, preferably buffed with Battle Cry - which as we know, it can be quite problematic to benefit from.
For Gambit it's surely better than BC, as unlike the BC its stacks vanishes only after successful hit. But pairing 2 RNG-based skills is just painful.
It creates a lot of down-time of not dealing a single damage instance, especially when pairing with BC and/or Gambit.
We can speak of at least 7 turn (5+1+2) before the first hit, assuming we we won't have to Heal / Defend / Lose skill (one of them being "stolen" by a mob).
It surely adds more value to the Soul Shot too, making the HP sacrifice more reasonable... but it fall flat when directly compared to Quick Attack (on the top of potentially saved points).
The skill also states two contradictory things:
- At levels 18-20 it provides its maximum 1.3x mult.buff. (why lvl. 20 even exist then?), which can be stacked up to 3 times. 3 x 1.3 = 3.9.
- The overall description states it can reach 4.9x multiplier. How? Does it mean Battle Cry gets automatically trimmed down, to reach that seemingly soft cap value of 4.9x?
Charge probably has the most unclear data provided among all skills...
- Power Strike is a "more fair" version of Soul Shot.
Its average dmg multiplier per turn is 1.25x when maxed, comparing to Soul Shot with DPT of 1.0x.
It's less punishing when low roll occurs; but at the same time the most punishing skill out of all out there when hitting hard.
Manageable in solo battles, where Player's HP x DMG-dealt ratio can be usually balanced out, but the different story happens in a Boss Battles.
I will give you example on my character:
I have around 40k HP. With accumulating hundreds of Streak DMG buff + Battle Cry buff + a high roll... I can hit for as much as 300-500k dmg in one instance.
And now add a 10% recoil to it... Do you see the problem?
In comparison: Soul Shot will always take 4k HP. Still punishing, but not as much as PS.
TLDR PART
4. Skills as a Standalone.
Battle Cry:
- Lasts only 2 turns (despite stating 3 T);
- Poor synergy with Gambit (in practice, it's a 2:3 turns ratio);
- Starts great at lv. 1, but afterwards scales poorly - to the point where spending multiple SP gives absolutely nothing.
Charge:
- Similar issues as above: Poor scaling with levels, requiring to invest up to 8 SP to even provide anything;
- Great on paper... till you realize it requires to roll at least no.9;
- Requires 5 turns on average to fully stack;
- Useless as a standalone skill, but adds great value to Soul Shot & Gambit.
- Seemingly caps at lv.18 & higher levels are just another SP wasting bait.
Gambit:
- RNG nightmare. Works Once per 2-3 turns;
- Really poor-performance on low levels (arguably worse than QA), but scales decently with each level;
- Theoretically has the best DMG potential, but in practice - it's hard to ever achieve in actual fights;
- Given the average Damage per Turn, in most cases it's still better than PS & SS considering it has no HP recoil (But still frustrating to use nonetheless).
Power Strike:
- Similar to Gambit: it starts poorly on low levels, requiring high levels to be worth using.
- Usually less punishing with low-rolls than Soul Shot;
- Doing too much dmg can literally 100-0% HP;
- Realistically: it can't be paired with Soul Shot.
Soul Shot:
- Probably the most reasonable level scaling among all Active Skills (yes - including Defensive skills too);
- Overall safer option than PS, but punishing when dealing low dmg;
- In current state of the game DEF pierce is more of a gimmick. Most mobs doesn't have enough DEF to take this trait into consideration. Skill doesn't penetrate through most (if not all) of defensive abilities of mobs, including bosses.
Healing Light, Arcane Barrier, Guard, Wind Step:
- Overall good defensive skills;
- Poor scaling with levels, making spending more than 1 SP in each a rather a waste.
Why would I spend more SP into for ex: Healing - if I can spend more points into Max HP, which essentially boosts healing capabilities automatically of said skill?
Poison Blade:
- ...||why this sh*t even exists? xd||
So my point being is... Current available skills and skill combinations we can do, are simply not really fun to play.
While I do understand it's intended to not make them spammable; and thus almost every of them holds some downside, I think it could be done a little differently.
For instance: The combat supposed to be more about strategy... TBH, I don't see much strategy in paying extra energy each battle, just to pretty much bypass RNG factor of randomly failed action (thanks to low-rolls) & the Skill Steal mechanic. It just punishes those who went with a wrong build.