Soul Spawn and a tale of disproportional damage
So, i'm noticing some serious survivability issues against these guys. Wolcen is suffering from the same type of balance issues that Torchlight 2 has, in that some enemies can just shred you.
You're doing fine, full health, blasting through hordes of enemies. Then suddenly, out of nowhere, you are back in town with a message saying 'Quest failed'.
I later realized it's because of those Soul Spawn. They are some of the most frustrating enemies to fight because of their high damage, ridiculous speed, knockback and freeze.
Alone, they're fine, but add them to any group, and it's almost a 90% chance to die.
Anyway, this is just a symptom of a mere dire issue, just the disproportional damage scaling among enemies. I found that only two of my characters were feasible late game, and that's my all resistance high HP tank, and my hit-and-run ranger. I tried a dagger build with light armor, but I found it has incredibly low survivability, especially for having to be in the middle of the fray all the time.
I don't want to see Wolcen go the same path as PoE with stacking HP nodes is mandatory. But even without hp nodes, the only alternative is dodging, and that is also not a really good way to go. I need Ferocity for crit chance and toughness for minimal chance of living. Having to invest into Agility for dodge just undercuts the much more important benefits of the former two stats.
In short, I think a balance check is in order, although I'm sure one is being worked on. But as it stands, I find the build flexibility to be much hampered by pidgeon hole design.
That being said, the cap is currently only lv 20. For all I know, this i just a limitation of the current content.
Created: 3 years, 10 months ago
Category: Feedback & Suggestions