Dual classes Overpower

Even a fantasy RPG with turn based combat is not much different and still turn based tactics. That we can solve the tactical problems in the later stages pretty easy without any challenge didn’t change the system where we do this.

The naming discussions is useless and simply didn’t help.

Edit: No offense, as always :slight_smile:

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Honestly, the first half of the game is the one with the most fun. Acquiring new recruits, reactivating your first bases, building alliances, researching new weapons and equipment pieces… And after some time you almost wish to abandon the walkthrough and start again.

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As I always say

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I’m not a fan of altering the dual-class mechanic - it’s very simple and elegant right now, and if you start special-casing it or saying “This ability doesn’t combo with that ability” it’ll lose a lot of that. It’s fun to see how the rules interact, and make realizations like “Wait, this ability works with any gun? Even my heavy machine gun?” The more special cases you add the less you get that feeling of freedom and discovery.

Also, in general I think it’s better to err on the side of overpoweredness when designing a single-player game. If something is overpowered, it’ll at least be fun to mess around with for a while before you get tired of it (assuming you do get tired before the end of the game, which may not happen depending on how long it takes you to acquire and how long you play for). If it’s underpowered, it just doesn’t get a reaction. You want players to look forwards to the cool stuff they’re going to get at each level, not just think “Oh hey, my elites are 20% more shooty than the rookies. That’s nice.”

So yeah, nerf down the most egregious combos, but keep dual-classing and keep the rules as generally applicable as possible, to let players have fun discovering the combinations that work for them.

Also, consider raising WP costs rather than nerfing abilities. If your soldier can run wild over everything once, then you’ll keep it as a trump card for when you’re in a tight spot. If they can do it multiple times per mission, then it becomes your go-to tactic and it gets boring.

Lastly, shorten the damn endgame. Yes, I know, that’s my solution to everything, but think about how XCOM is paced: By the time you have plasma weapons, titan armor, and a full squad of colonels, the game is almost over. It feels like a reward - congrats, you’ve handled everything the aliens can throw at you, now take a victory lap and go save the planet. Phoenix Point has a much flatter tech tree and takes a lot longer to finish, so you have a lot longer to get bored of your sniper-infiltrator or grenadier-heavy.

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100% agreement. Tech tree and player progression should be better aligned. WP should never be able to increase at max lvl. +1000 WP/STR/SP. Simply makes no sense and frustrates in the long run, no more progression possible. A regeneration system could help here. Your 1 A team which you like to combine and which has become the ultimate special unit quickly becomes boring. According to the motto, when does it end? I won, didn’t I, what else? Countless maps that keep repeating themselves, etc.

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Yes, I agree, and I have argued for the same thing here and elsewhere.

Unfortunately, I think that it doesn’t really work. Attempts to reign in the OP combos by giving skills a higher cost, or some post-effect (like with Adrenaline Rush, where you are dazed the next turn… Unless you have a specific head mutation) end up making the skills less useful when used as intented, but do not address the OPedness. First, you get WP for kills, so you are not spending a finite resource, and second running over everything once in a mission is usually enough to end it - what’s left afterwards is just mopping up.

I think you basically have to look at skills/combos and what they can do, and trim the excesses.

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I agree… if we do a round of overpower skills is enough to destroy most of enemy power…

I personally think the dual class system is one the best things about this game, so I agree that they should be VERY careful whenever they try and restrict abilities in this manner.

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This is actually why I stopped playing PP completely. The game is just too easy to create this god like class’s. It was worse then this before though, as it seems PP has a serous issue on game balance. The mechanics are fun but sniper class perks combo is silly, the class by itself is already over the top and later there are weapons that have no ammo for it and have huge output.

Duel class is a cool thing but they need to srs tone it down and give a real drawback to duel classing to balance it out and restrict many of the super strong abilities thats clearly related to said weapons.

In its current state in my opinion the game is simply not fun and I do not see it changing. I was looking forward to the now crazy long delayed DLC’s but I doubt I will even notice them being released.

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I fully agree with you. Just finish a campaign in Legend difficulty and in last game month i have ZERO casualities do to overpowered team that makes almost impossible to lose.

Anyway, the game has much potential… and i still believa that devs listen to players like us, so please keep in touch and give your oppinion in the devs feedback tool: Phoenix Point Feedback that´s the way we can have a great game in future.

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I play single class for that reason, it is not a challenge due to poor enemies AI, but it is not super OP.

We try hard, I think Devs want changes, at least closing those OP loops using abilities like Rapid Clearance and Adrenaline Rush, I would restrict severely the use of dual classes, removing LV 7 for both classes, that way you have a great LV 7 soldier or a great two LV 6 soldier.

Right now as you say infiltrator/sniper using Scorpion will kill a Siren Armis in one shot. Another example, berserker LV 7 with Strongman using Deceptor four times, and that is single class, it is a mess when you see those huge bonuses, strong attacks for 1 AP and minimal drawbacks

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Well: those are the first turn strike terminators that result from “experimenting”.
I was surprised how easy it was without it, even on Legend.

  • Just equip as many soldiers as possible with laser mounts (this weapon has no disadvantages, you can shoot pretty much any shooting hand with it from the other side of the map. And that’s it)
  • spawm boom blast + grenade launcher
  • spawm turrets + remote control

And that’s it! Only 2 or 3 soldiers lost through recklessness.
I then canceled it at the last mutation cycle, the AI had no chance.

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Manual Control, Boom Blast and other skills are on the radar, and of course I always show videos about Adv. laser weapons, Destiny , Scorcher AT and Gorgon,

I think they will receive changes, eventually

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I hope you are right… do you have a real feedback of devs or it is just your oppinion?

That´s major problems… and severe overpowers. It would be great if devs take care and finish this kind of situation.

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Again… why you think that? Do you have any feedback or is just a hope?

This is important to know if it is worth to wait for a real patch, or if we must play with self restritions to have a fair game.

What we can say at least:
These issues are on the developers’ radar, they are aware that an essential part of the gamers have a big problem with them, they aren’t happy about that and thinking about changes.

But that’s mainly all, everything else would be highly speculative.

Do not expect a major overhaul in a short period of time, this is quite unlikely, then rather small solutions to individual problems. But that’s just my personal guess now.

I would recommend waiting, at the moment I don’t think there is any point in giving up the game, development will certainly continue. For all of us, however, it is uncertain where this will all end.

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Fair enough. Thank you

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I can’t comment every decision or step in the way, we (CC) do our best, and provide/receive feedback from devs, they have good intentions, but so far, we are putting together known exploits and broken abilities/combos, showing the “damage” for the game, it is up to them how and when changes will be implemented.

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Canny Official Feedback Tool topic:
https://feedback.phoenixpoint.info/feedback/p/dual-classes-overpower