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Underpowering discussion #159
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That sounds interesting. The Hax ability definitely needs to be weakened, because it is too broken right now. As for the rest of the abilities, I'm not sure that they need to be changed much. Some, perhaps, but not all. Plot Armor and Dupe Gold definitely do not need to be changed. But if you weaken all this, then the God-Emperor will look too broken against the background of other archetypes. He already looks much stronger than all the others. |
Hax is indeed too strong, and I would dare say not the most interesting since it makes some previous bonuses/abilities useless. But I don't agree with most of the other points. In the end it is an RPG and, for one, I usually choose Auto-Meta - Reach for QoL and it does not double my damages. Some abilities, while strong, can also be seen as QoL : Majestic aura gives a rare sacred stat bonus yes, but in one of my runs it allowed me to not have all buffs up at every fight. Regarding God-Emperor (yes it's my fav, but the base IP is actually just after!), it is indeed strong but not that much more than other archetypes since quite everything is level-scaled and you 3/4 of the game is not at lvl 20. I would argue that the Overlord is quite more brutal with OP abilities (yet again, you don't have to take ALL the more powerful ones). |
The ideas from the first post copied are pretty neat. It gives options to limit the Isekais power for those that wish to flatten the power curve of it. I disagree with nearly every point from the other posts copied because they do the opposite: They limit options for the player. And I've never been a fan of restriction of player choice in the pursuit of "balancing" in single player games because it makes things less customizable. More so in an RPG, where more options for character building / customization usually also means more options for role-playing. Two examples to explain my train of thought better:
Firstly, "Gifted" suggests to me that the person in questions does in fact succeed in most of the things they try, while making it seem effortless. While a +4 Bonus to competence would certainly make the character above average, I would not call that gifted. Having both gives the player the option to create a character that rolls with advantage on skill checks and attacks, but not imposing disadvantage on the enemies attack rolls by creating a character with the Isekai base class and not taking Meta-Luck as an OP ability. Removing the "roll twice" part from the "Gifted" feature reduces the options to "create any Isekai class character and take Meta-Luck"and gives no new options (as far as I can see) if the goal is to have a character that has permanent advantage on d20 rolls. So, it's a net negative for character / build customization.
Making it equivalent to Full Plate +1 at max level for all characters that are not on the legend mythic path just does not live up to my expectation of "Plot Armor". Admittedly, the current version does not either, so my opinion on this should be taken with a large grain of salt ^^. My actual issue is the second part "Other abilities grant bonuses to saves and it becomes What it comes down to, I suppose, is that don't support the reduction of build variety by trimming Features of their ... well ... features and introducing opportunity costs where there previously weren't any. A few of the suggestions also focus on converting bonuses from features that currently scale with level into static bonuses. My biggest gripe on the whole list is with this point: "I’d assume that someone is going to take two of these" The person providing these suggestions has taken the liberty to decide what the builds I will play will look like and is now trying to come up with changes to the mod that balance it around what they decided my build will look like. Mostly changes that put limits on the added classes. If someone minmaxes an Isekai character, they will absolutely curbstomp most encounters in the game. I'd strongly advocate against balancing the mod around mathematical optimization. But again, that's my personal preference speaking. If there is a subclass called "God Emperor" I want to feel like a (demi) god when playing it, to hell with it being balanced ^^. As @Mythalar already mentioned, this also includes not picking all the most busted features available, if challenging encounters are of importance to the player in question. Having said all that, it's your mod, so do whatever you want with it ^^. |
Readily agree with @NightOwlByDay, especially on this :
You also are right with difficulty settings with Toybox, I personaly use the enemy HP multiplier so I can actually use all my sweet spells and abilities ! |
I just realised that my last post on this topic consisted mostly on what not to do / change, but had nothing in the form of offering alternatives / my on suggestions on how to address the overpowered nature of the Isekai Protagonist class. Which does not make for constructive feedback. Having already stated my preference for role playing and not limiting the current variety of possible builds, my suggestions would be as follows:
2. Introduction of a subclass that would basically be the “challenge class”. A class for people that wish to challenge themselves more while playing the Isekai Protagonist. I'd name it the “Mundane Adventurer”: I'd imagine the class like this:
Aaand that's about it. Hope I covered everything important and that this is somewhat helpful ^^. |
There is a huge gap between "Always roll with advantage" and "+1 to a specific skill" on the optimization curve. I'm assuming the people who were suggesting slightly less overpowered options we not asking for necessarily underpowered options, just more options that don't make your character absurdly broken. |
@Necht That's simply not true, or at least really not as blatant as that. An IP can choose many mythic class abilities as special powers, chosen immunities and massive damage boosts (physical or magical). God-Emperor looses all of them. You also cherry picked the Invicibility hax, which is truly less powerful than the God Emperor Capstone. But the one hit to kill is also a possibility and nothing can compare... |
I think so too. Having more options for OP abilities and Special powers would allow players to play how they want. |
@Mythalar There is no difference in how strong your attacks are, even if you are able to kill everyone with 1 hit, if your opponent has absolute immunity to your attack. It just doesn't make sense. You are helpless against such an enemy because you are unable to harm him. While he, in addition to being immune to everything, also gets a very strong attack buff. And he is capable of injuring and killing you. Perhaps I don't know something about mechanics, but I sincerely don't understand where I could, according to your words, say "not true, or at least really not as blatant as that". Or maybe you think that the God-Emperor is not the strongest among them? If this is the case, then I ask you to describe in detail why. |
Well it's not a duel between IP and God Emperor, so if you kill anything in one hit there is no need to be immune to damage, that was my point. More on the actual point I guess JohN100x1 is right, or at least NightOwlByDay. |
Well, I don't agree. In fact, I strongly disagree. The God-Emporer is, in my opinion, the weakest of the Isekai classes at the moment. Furthermore, the feature that makes the God-Emperor invincible comes online only at level 20. Most of the game is not played at level 20, though. So, the performance of the God-Emperor in earlier levels should also be considered. In short: The other Isekai classes can imitate the defensive capabilities of the God-Emperor at level 20, while having a sizeable advantage when it comes to offensive capabilities. They can also realise their potential much earlier than the God-Emperor. As such, I consider the God-Emperor the least powerful of the available roster. Also: I see no point in pitting the classes against each other for determining if one of the features of a given class should be adjusted. Wrath of the Righteous is a single player game. There is no PvP, there are no leaderboards, achievements are blocked if you use this mod. No player is getting an advantage over another player by picking one class or another. The only person affected by that choice is the player themselves. So I see no problem with the classes having differing power levels. |
@NightOwlByDay @Mythalar @JohN100x1 If I remember correctly, you also wanted to think about adding a prestige class for the Legend and possibly new companions. |
Well I would argue that it is, in fact, important since you can bypass quite some difficulties by wiping enemies faster, all the more in one hit. At least the :
was the actual wrong statement x) |
Two points :
But well, to each their own if youd rather no see our point. |
@Mythalar Well, I didn't want to continue this, but if you need it so much, then here.
I was talking, first of all, about the ability of level 20 and how much it outweighs the ability of the IP. So no, not "now", but initially. |
My bad then if there you talked about them abilities and not archetypes. |
"I think everyone will agree that God-Emperor's ability is much more powerful than the IP. IP can choose one thing, while God-Emperor gets everything." "He is objectively the most powerful archetype and no other can compare with him." |
I do agree with the Hax conundrum. As it is, I just remove the feature with Toybox when I reach level 20. I am, of course, strictly in favor of the power fantasy flavor that makes the mod so enticing. However, the Hax feature simply renders most of the previous features obsolete, kind of spoiling the journey in my view. When taking into account levels past 20, this issue only worsens. I feel the feature could be refined to still be powerful, but in a way that is interesting to build a character around. I personally only play as the Isekai Protagonist in the unfair difficulty, making me "Overpowered But Overly Cautious" haha. Instakill seems to be in the same vein, and for all the love I have for Supreme Being, it really trivializes any difficulty. I guess those Overpowered Abilities could really benefit from a level gate like Excalibur and Unreactable. Those were very nice; not only do I love the new features, but the level gate on them as well. Truly genius. Gifted does seem to clash with Meta Luck. One solution could be something that I'm not sure is possible but would involve stacking the rolls, meaning taking the higher of three rolls when you have both abilities. Another would be making Gifted's competence bonus a progressive one like Plot Armor has and leaving only Meta Luck with the rolls. Honestly, all of these abilities are overpowered enough for each to be a feature of their own with no real losses, in actuality, only wins hahaha, as it would lend the mod more build crafting potential. I could see two Meta Lucks, one affecting enemies and the other the player being a real fun split feature, while Gifted can become a scaled feature like Plot Armor, which I agree on halving. I am sure these changes would make you still very overpowered while keeping the game a little challenging and super fun :) |
Good news: That's exactly how it currently behaves ingame :D !
Supreme Being truly is incredibly powerful, agreed. Sadly, I can't really judge the feasibility of this idea on the technical side of things, since some method would have to constantly compare the characters current stats to (characters level + 10) and set the attribute in questions to the bigger value of the two. So I don't know if this is a usefull suggestion ... |
That's super cool! I never used Gifted and Meta Luck together because I thought they wouldn't stack. I didn't know it worked like that. Super smooth! English is not my primary language, so maybe I didn't read it well and the text points to them stacking. I will check it out. Otherwise, it would be nice if the feature text hinted at it. Thanks for the tip. That idea is soooo good! I love it. Making it a progressive growth kind of feature is genius. That type of mechanic is fire. I hope it is feasible; it would make it so much more fun to play. :3 |
According to users, the class has become too powerful and needs to be reworked.
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