Combat becomes trivially easy by mid-game. This MUST be fixed

by warehorse “fixing” the scaling, all that will happen is people will just grind longer at rattays so they can be ready to steamroll the ai later on. they’re getting “easier” because you are getting stronger and faster. i suspect warhose needs to add some options to turn off prompts and slow motion…ie a hardcore mode

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think it is harder on PC with mouse and keyboard than with a controller.

Definitely the green shield and slow-mo need to go and very slow wound healing. Plus Henry takes very little damage from arrows and NPC strikes, so it needs to be that you as the player risk death by the same means you can deal it out. Right now parry/riposte is super easy and way OP. House rule: I use directional block and try to avoid using parry/riposte (which should be super hard to pull off for at least a year in the campaign).

Just need to disable XP gain at the arena after the first training session.

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I’ve found a mod – two mods, actually – which dramatically improve the game’s difficulty, making encounters much more challenging and potentially lethal for even high-level players. This mod and this mod make encounters far more challenging by reducing player stamina (and thus opening players up to taking damage more often) and substantially buffing NPC health. Enemies are also nastier and more aggressive in groups, and they won’t hesitate to throw you into their groups to collectively smash you up if you aren’t extremely careful.

Excellent, excellent mod for players that want a serious challenge. It’s no longer possible to just walk into a town and massacre dozens of guards – you’ll get owned. :stuck_out_tongue:

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I’d just like to say for posterity’s sake, ‘getting your panties wet’ has a very, VERY different meaning than whatever you think it means. I believe you meant “knickers in a twist”.

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Yeah. I powerleveled using that lol. Next thing I know I could kill guards in 2 hits and win clinches against anybody.

From many of the replies here some easy tweaks would be to cap skills and strength to avoid god-mode.
Also… in real life, when you start to workout or learn a new sport you often get dramatically stronger/better up to a level. the same should happen with Henry. After a certain point leveling up should get much harder and demand more dedication. And put a cap on top of that, because the human body cant get stronger and faster indefinitely, this way you cap at the same level as the absolutely best npcs and have to use you own skills and brain to overcome them. And to fight 2 of the best npcs should be almost impossible, because if you know your shit and meet 2 other guys that know their shit you should loose. You would be forced to use bow or outsmart them.

Im have not reached god-mode myself but im getting there, and u just beat a full plated soldier with a sword and that surprised and disappointed me because I’ve heard so much about sword being ineffective against plate armor. But i drew blood even when i clearly hit his armor. This is weak, i think only the heaviest swords should have some minor blunt damage so if you have a big ass sword and are skilled you should be able to beat someone into submission, but NOT kill them with 3 hits, more like grinding them down because you’re just better.

One possible solution is to limit

  1. the highest level you can train up to with Bernard, and/or
  2. how often you can train with Bernard
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My two cents, I would:

  • Decrease the amount of experience you get from training with Bernard/Others. First training with each of them gives you full experience, second time, half the experience, third time a fourth of experience, etc… Until you only get a small/tiny amount of experience per training. Training should increase your experience, but at some point it should be more efficient to go and have a go at the real thing, this is, combat.

  • The same way that Main Level perks have “a negative side”, all perks should have negative sides. You want to pick all the strength perks making your attacks devastating? Be my guest, but this means you are going to be the slowest guy in the bunch and your attacks are going to be easily dodged, OR maybe your attacks are going to cost you more stamina. If you allow perks that only have a positive side, stacking becomes a no brainer, so they must have some kind of negative point (even if they net a positive) so you have to think twice and you have a weak point. And this must be done essentially for all perks, no matter if Main Level, Attribute or Skill perks. I think Perks shouldn’t be “strict upgrades” and should be more a middle ground between “sidegrades/upgrades”, closer to a “full upgrade” as we reach the maximum level on the Main level / Attribute / Skill, but still with a negative side, even if it’s small, but ALL perks should have a negative side. Examples, choosing perks that increase your strength / damage output, should make you slower, or your attacks should cost much more stamina. Also, try to make the perks so you cannot easily compensate one negative in one thing with a positive side from another one. I know this sounds very easy and it’s actually very hard to balance, especially when considering all the interactions between all the perks across the board, but I think this is the way to go.

  • “Spread” a little bit more the perks so that the most powerful perks can only be attainable on the maximum level. If you want to be “Henry, the destroyer of worlds”, you better have the maximum level and best equipment.

  • Each level should be increasingly harder to get. I think we already have this, but maybe increasing this effect a little bit more. If you want to get maximum level, you better play 70+% of all the content in the game (or something like that). This also solves a “plausability” aspect: how come Henry, the untrained son of a blacksmith, is able to fight Runt or the other guys so “soon”? Because the other guys are already high level. For them, getting better than they already are is much more harder than for Henry to catch up with them.

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Exactly. No amount of training should make you better than someone who has more actual combat experience. IMO the Bernard training should offer 0XP after the first time, and if the player tries to exploit anything like this repeatedly, the game should mock them (via Bernard in this case) for being such a pussy.

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I already emailed Warhorse telling them about XP farming with Bernard is the root cause of people complaining that the game is too easy by mid game, and that they should remove XP after the first training session. I suggest you all email the same to put more pressure on them.

I don’t think training should give you 0 experience points, but, for example: if the first training with bernard gives you 100 points of experience, that is about the same you would get for combat against one good guy, every training after the first should give you, maybe 5 points of experience. This is, 20 training sessions would be roughly equivalent to a single combat. Or something like that. I think training should give you “something”, just I think that “something” should be very little.

Or maybe, make it so that, for each training session:

  • for the first training session, you get full xp for Main Level, Warfare, Weapon Skill and Physical Attributes related to that weapon.

  • Second training session, you get half xp across all the skills, as above.

  • Third training session, fourth of the XPs across all the skills, as above.

  • Fourth and aftwerwords, tiny amount of XP for Main level (when I say tiny, I mean you would need 20+ sessions to get the same amount of XP poins as the first one) for Main Level, Warfare and Weapon Skill, and then, a Fourth of the amount given in the first session to the Physical Attributes (you are exercising yourself, after all).

Also, the amount of XPs used to improve a certain weapon skill is evaluated independently. If you have trained 20 times with sword, and your next session is with a Mace, the XP points to everything are as stated, but your points for Mace would be those of a first training session.

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Can we get these ideas stickied so the Devs see it

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Glad to see this thread got on track to being constructive.

I like some of the ideas i’m reading. Seems most are in agreement that the big issues are:

Ease of XP gain (arena combat)
Lack of hard caps (1-20 without any milestones)
Lack of negative side to weapon perks specifically
Damage mitigation of Henry via stamina and lack there of from NPC’s in heavy armor

With all that said, if you’ve attained god mode with a sword…equip a mace for the rest of the story =)

I mean I don’t think it should be punishingly difficult. If the character is a good fighter in gameverse, then I have no problem with him beating most of his opponents, or dominanting fights. All I’m saying is that it should still feel like fighting and not just swing and AI gives up. Or dies instantly.

I saw you on the mod forums giving some great advice to the creator, see if we all just simmer down and productivley and politley go at our request we can fix the issues were dealing with. Props to you Ransurian.

Yes, I still understand the devs need to get behind stuff but that’s what is so nice about having mods. Its options for a lot of us. Skyrim wouldn’t be half the game it was without em. I played around with this mod and I get my shit pushed in, will expirement more later with it, help improve upon it if possible.

I do agree heavy/plate armor should be harder to deal with.

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I think training is only half the issue, after getting beefed up from killing bandits / side questing / whatever it would still be too easy to kill the full plated enemies or the (supposedly) master swordsmen. I think a rework in damage is needed as well, maybe make skills scale less towards the end damage or something (no idea what the formula is).
That way early game will be about the same as now, and late game fight will last a bit longer. I would love it if the game almost forced me to swap weapon depending on which opponent I faced.

I like the idea of getting reduced XP from the arena each consecutive fight, but maybe gradually go from 100% - 5% XP gain over a hour or two (in game) that you are in the ring. Then slowly build it back up to 100% over the next 2 days or something.

You might be right, but you can only get beefed up from killing bandits and side-questing because there’s no cap on skill gains relative to difficulty of activity.

A symptom of that issue is that master swordsmen and full plated enemies don’t have the same skill potential that your hero does at the times we’re encountering them.

Put simply, if you’re 10+ in skills/stats when before beating the Neohoff mission, you likely power-leveled on activities that (in my opinion) should not have advanced your skills. And if they didn’t advance your skills, you’d need to beat more of the story to find opponents that are strong enough to advance your skills - giving back to the story a purpose and actual challenge.

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