View Full Version : R Act 1: Feedback

08-23-2013, 10:31 PM
Hi community,

I finished the first act yesterday, so here you go:

General feelings

It's fun, it's old-school. I like it and would recommend it to my friends (which I already did btw). After some experimenting, I used a group consisting of one dwarven defender (axe-shield), one orc bersercer (two-handed mace) and two human freemages.


Dwarven Defender

The class profits massively from the dwarven-hp bonus. Right now, I seriously doubt another race could compare to its meat-shield capabilities. The taunt you get at skill level one has it's drawbacks, though: Most bosses seem to be immune to it, but the skill is only really needed in tougher fights.

Orc Bersercer

Mean killing machine, nicely balanced. 'Nuff said.

Elven Ranger

This guy needs to invest in strength, perception and magic just for damage output. He's seriously gimped compared to other classes. My first party had one ranger in it; I rerolled.

Human Freemage

The 8 bonus skill points feel wrong: It's almost enough to buy every starting skill. I would be nice to be able to invest more than one point in each ability at the start; this way, there would be more decisions to make. Mana costs seem a little bit high, though. I invested every single stat point in spirit and all skill points I could into mysticism (couldn't find an expert skill trainer). Playing with two mages was fun, but only after I seriously increased their mana pool.


Thanks to the short day-night cycle and the overall difficulty ot the game, I had to run back to town quite often. I even saved one ration for the way one, since it was possible for my group to starve to death on the half-a-mile walk home from dungeons because they needed several days in order to traverse this epic distance. I had to rest very efficiently in order to finish dungeons in one run. I suppose this would be different if the goblin chef was hireable. My suggestions: Increase the number of steps per day double or thrice, increase the number of max rations to 8 or 10.


Right now, there's too much luck with items. Shops don't restock and the first stock is random. My dwarven defender never found a piece of heavy armor. The fact the my orc bersercer did well may be due to pure luck: I found a piece of medium armor and a seriously powerful magic mace (high base damage, +4 elemental). Equipment breaks way too often: When I got back to town after six rests, each character normally broke 2 weapons and one or two armour pieces. The stuff should have a higher durability and it would be nice to be able to buy repair kits (or have a repair skill).


I played on adventurer mode and it wasn't easy. Spider Cave was a nice beginner's dungeon, the boss was dangerous but still easy enough for newer players to manage. Mamushi is a serious kill, though. A boss like this should normally only show up in later parts of the game. I guess many non-hardcore players will die very often when trying to defaat him. At level 5 the combat pace reached a level which I found enjoyable: I chewed through trash without taking much damage and didn't have to rest too often. Balance and difficulty could seriously change when you are able to buy useful equipment. At the end of act one, I had 10k gold to spare.


I strongly hope the other acts are longer. If they are of similar length, this may well be the shortest M&M game of all time ;).

08-23-2013, 10:50 PM
adding to the elven ranger:
i tried to make him a ranged specialist (naturally) but 1. always the first one to die, even the mage did better. ranged damage Output was to low with the bow. In the end, he only cast entangle and gust of wind. Or perhaps i should have better leveled him differntly?

08-23-2013, 11:37 PM
I'd say the Ranger is in a bit of weird position now, the most obvious course to build her seems like an archer but since you can't shoot in melee (even with penalty), she will need an alternate option.
Since building into being able to cast spells is real hog for skill points (need lots for just mana to throw few) a full archer/caster build seems like doomed effort (maybe someone will prove me wrong with a smart build). She does seem to do slightly more damage with unskilled bow due stats compared to other classes.

I will need to test more things with the class, but I think with dual wielding, even as one point wonder (like ranged weapons are for many class) allows her to beat mages in melee combat damage output, while still leaving points to put into your ranged capabilities OR spells. Building for all three seems like a doomed effort, but playing Archer/Melee or Caster/Melee combination seems plausible, where one of the options is heavily weighted over other. As example of Caster/Melee: Use just enough points to be able to cast regeneration (30 mana/Earth Magic) for your party while focusing on melee abilities (Dagger, Dualwield) and allocating rest of the points to increase health or damage output depending on preference. If you went another way around, she'd be a specialized mage (limited schools of magic) with slightly more evasion and better melee combat from dual wield (and/or other weapon options like sword). I think she can wear better armor too.

All in all, hybrid classes are interesting, but probably need more preparation from the player. Being good at everything would be too strong. I think the biggest problem with her is having hard time building a full archer character without allocating any points towards anything else, just like low manapool mages are early on, except it doesn't change as much after gaining some levels (more mana to shoot even in melee vs can't shoot at all).

I wouldn't write her off yet, but the ranged mechanics could probably use some tweaking, like being able to select target further away or just generally being able to initiate combat from range.

08-24-2013, 02:11 AM
As Might and Magic 7 taught us, hybrids are only useful if they're able to nonetheless specialize in something. (Or you have a gigantic party like in World of Xeen.)

The ranger does need some tweaking, yes. The damage that he deals, even when dual-wielding daggers, is rather low as soon as the combat gets to melee...and in some fights, you never get the ability to fight at range before something bursts out of a barrel to attack you.

While not a terribly large issue in terms of balance, I do find it very odd that defenders have one more point of strength than barbarians.

08-24-2013, 02:45 AM
ifound that my ranger, investing points into strength, and daggers to expert hit like a truck. dual wielding daggers with daggers at expert level, i was consistently hitting in the 30s to 40 range compared to low-mid 20s with my Barb. Yeah, ranged damaged was too low and opportunities to cast at range were limited, however, it may be one of those things that ranged got better at with higher levels.

08-24-2013, 04:04 AM
Perhaps then there's a balance issue at high levels too. A ranger really shouldn't be out-meleeing a barbarian ever.

They're very weak early. Perhaps the expert bonuses for daggers is just too good.

08-24-2013, 02:58 PM
Hi NalimX, hi all,

Thanks a lot for your feedback and for discussing the ranger.

All points were noted down for our first week of player feedback during Early Access. Wel'' post first results of the summary on the blog (https://mightandmagicx-legacy.ubi.com/opendev/blog) next week.

Anna (LE-Larissa)

08-24-2013, 09:19 PM
Hi Larissa,

it's good to know our feedback doesn't go unnoticed - I like the way you and your company handle it. Way better than in most betas I played :).

08-25-2013, 12:21 AM
I outfitted all my characters with bows as soon as possible. Allowed me to do a little bit of damage before getting into melee range. However, ti wasn't until my ranger got expert daggers that she became really useful. Still very fragile, but her damage output shot up to slightly higher than my barbarian. This alone makes me interested in working towards a high level ranger. She also had the Regeneration spell, which was useful in longer fights.

I'm not quite sure what could be done to make the ranger more attractive as a class, but one thing that does come to mind would be to increase the damage bows and crossbows deal. Considering you'll rarely get more than two or three shots before the enemies enter close combat, it's nearly impossible to kill anything with range.