Hello,
please get rid of individual and hidden fighter thrall (and pet) stats.
For example health:
- Overall health is influenced by vitality, start health, health bonus multiplier (hidden and messy), and vitality % per level.
If you make a bad T3 bearer you may end up with 25 vitality and 14k health.
If you then make a good T4 (perks, vitality per level % and faction) you may end up with 45 vitality 8k health.
= messy
For example damage:
- Overall damage is influenced by strength, start strength, damage multiplier ranging von 0.5 to 2.5 (hidden), damage multiplier per strength (hidden), the weapon damage, and strength % per level.
How do we all know, berserkers do great damage? From the data - miners … That is not how stats in games should work.
Streamline this!
The player should know with a glimpse how good a thrall is and why.
Suggestion:
(Let’s assume, a thrall can get up to ~50 (65 for strength) of an attribute by perks (up to ~20) levels (up to ~20) and armor → if you are extremely lucky)
-
Vitality of thralls ranges from 5 to 50 at the start, depending on tier and faction.
-
Health is vitality * 100 - and nothing else.
-
This way the best thralls may end up with good perks, vitality armor, and level 20 @ ~10k health.
-
Damage multiplier is always 1.
-
Damage is based on strength/accuracy and weapon - and nothing else.
-
Strength and accuracy of thralls range from -15 (bearers) to 35 at the start, depending on class, tier, and faction.
-
Strength and accuracy always add 2% to the damage multiplier.
-This way the best thralls may end up at ~100 strength(~85acc) which is equal to 3 times the damage and not too far from cimmerian berserk (2.24 + strength bonus) -
Survival of thralls ranges from -25 to 25 based on their tier and faction.
-
Survival adds a 2% damage reduction of dots.
-
This way, the worst thralls will take 50% more damage of dots while the best ones may even get immune, making survival an important attribute.
-
Agility of thralls ranges from 0 to 40 based on tier and faction.
-
Base armor of thralls is based on Agility- and nothing else.
-
Agility adds 10 to the thralls armor. (same as currently)
-
This way the best thralls will end up at 900 armor.
In this model, the base values of a thrall consist of class, tier, and faction.
The formula for base values is for the dev, not the players, and can thus be more complicated.
For example, this could work:
Value = class bonus + faction-bonus * tier * 0.75 (round up)
Let’s say archers get + 10 accuracy, + 5 agility, warriors get + 10 strength, + 5 vitality, bearers get + 10 vitality, +5 survival, -15 strength/accuracy and finally dancers get + 10 agility, + 5 survival.
Let’s also say Black Hands get a bonus of 1 strength, 4 vitality, 2 agility, 8 accuracy, and 5 survival.
A T3 Black Hand archer then had on the start:
1.06 melee damage multiplier
1.56 ranged damage multiplier
100 armor
900 health
23 % damage reduction of dots.
Let’s say the Forgotten Tribe members get 8 strength, 13 vitality, 0 agility, 0 accuracy, 0 survival.
A Berserker would then start with:
1.68 melee damage multiplier
1.0 ranged damage multiplier
0 armor
4400 health
0% damage reduction.
All the values without much tweaking, and both would scale better with the new system. While high vitality/strength thralls would still be the best overall companions, you could actually make a bigger variety of useful thralls from other factions.
Finetuning would just need to balance faction bonuses a few points up or down.
Okay, that is all I wanted to say for now - thank you for reading!
Korahan