Balancing Spells and Player Convenience in Goblin Caves

The current spell charge system in Goblin Caves has sparked some concerns among players, particularly regarding the gameplay experience and the balance of certain classes. Here are some suggestions and thoughts on potential improvements:

  • Meditate Rework: One suggestion is to rework Meditate to make it more engaging and in line with active gameplay. Instead of the current sitting mechanic, consider implementing a channeling system similar to Evocation in WoW. This would require the player to stand still and channel the spell, providing a compromise between convenience and active participation. Additionally, removing the deafening effect from solo rogue encounters could enhance the overall experience.
  • Chorale of Clarity and Magic Missile: Chorale of Clarity’s popularity may stem from the dissatisfaction with sitting mechanics. To address this, consider reevaluating the balance of Magic Missile. Making it a cantrip with a cooldown could reduce the dependency on Chorale of Clarity and promote more diverse spell choices among Bards.
  • Campfire System: The current campfire system can be seen as a gold sink and an advantage for wealthier players. To address this, you might consider introducing a cooldown to the Second Wind ability, making it more accessible to all classes. Additionally, providing lower-grade campfire sets for Fighters with the capability to fully restore Second Wind could level the playing field.
  • Throwables and Consumables: To balance the use of throwables and consumables, you could introduce the option for players to buy throwables from NPCs. Implementing a cooldown and debuff system for consumables could discourage spamming and stacking, ensuring a fairer gameplay experience.
  • Class Balance and Convenience: The balance between melee and ranged classes, as well as the convenience factor, is crucial for player satisfaction. Consider reevaluating class abilities and resources to ensure a more balanced experience for all classes.
  • Addressing Player Convenience: Goblin Caves should aim to provide a satisfying experience for all player types, whether they prefer melee or ranged combat. Evaluating player convenience and addressing class-specific mechanics could contribute to a more inclusive and enjoyable game.

In summary, the concerns raised about the spell charge system, player convenience, and class balance in Goblin Caves are valid. Exploring alternative mechanics, such as active channeling for spell regeneration, cooldowns on certain abilities, and adjusting the availability of consumables, could lead to a more balanced and enjoyable gameplay experience for all players. The goal should be to create a game that accommodates various playstyles and preferences while maintaining a fair and competitive environment.

What are your thoughts and suggestions on Goblin Caves? Please leave a comment. If you need Dark and Darker Gold and Guides, please contact me. Thanks.

I concur that the Bard class isn’t entirely broken

I’m receptive to considering any balance mechanics that prove effective, and it appears you’re aligned in recognizing the current state of over-tuning. Diversity in limitations and designs among classes is certainly acceptable.

The bard class doesn’t inherently possess a wide range of strengths aside from its buff abilities and the utility it brings while exploring and looting. In combat, their prowess is primarily tethered to the three central buffs they offer (enhancing all stats, providing a shield, and increasing movement speed) to their team, as well as one debuff. Their capabilities in a direct fight are limited, and they lack specialization with a bow (relying on the survival bow, arguably the weakest choice) or mastery in swordsmanship through skills like combo attack. Instead, they can be characterized as versatile, displaying proficiency in various areas without excelling in any particular one.

While some songs may indeed be excessively powerful and disrupt the game’s balance, such instances are exceptions. To sustain the buffs, bards must maintain focus, skillfully position themselves within range of teammates, transition between the appropriate instruments, and execute the songs accurately, including the nuances of the Charismatic Performance skips to optimize movement speed.

A crucial aspect that often goes unnoticed is the substantial drawback of limited Utility Belt slots for bards. They are compelled to carry the three necessary instruments (with the lute often being disregarded) which constrains their inventory to accommodate only one shield potion and one healing potion. When engaging in activities like mining, the trade-off entails sacrificing either torches, a potion slot, or a substantial portion of their inventory space. While bards technically have the option of employing any throwing dagger or axe, the practicality of this choice is limited.

I concur that the Bard class isn’t entirely broken, but a few specific songs stand out as problematic. I would tentatively extend this concern to possibly three songs, although pushing it beyond that might be excessive.

Your observations on positioning and timing of spell casting are accurate for other ranged classes as well. Every class involves a learning curve, but the bard class, uniquely, disrupts the game dynamics.

The notion that a subset of spells require reworking aligns with your perspective and the general consensus. As for weapons, the falchion holds its place as a viable and the strongest one-handed weapon. Comparatively, clerics possess a selection of three weapons, or four if we consider the war-maul – although succumbing to a war maul usually implies the involvement of a teammate or a significant underperformance.

In terms of bards, my empathy is limited. Their toolkit seems nearly all-encompassing, even featuring base luck increase for enhanced loot acquisition. Is there any aspect they lack? This sentiment is echoed in their exceptional swiftness, rendering the need for tankiness largely redundant. In my eyes, all they have to do is get Dark and Darker Gold and they win the game. That makes it too bad.