Crystal Project

Crystal Project

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River Running Games  [developer] 23 Apr, 2022 @ 3:28pm
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How To Fix The Difficulty?
As I'm starting to work on the first actual balance patch, it's the perfect time to talk about difficulty! I know that a lot of players eventually reach a point where the game starts getting frustrating. This is because enemies gradually outpace the party in power. This was a deliberate choice contrary to a lot of JRPGs where things tend to get easier as the game goes on due to how strong the party becomes. I always thought that the inverted difficulty curve was a strange characteristic of the genre, so I wanted to try something different. But because of this, things inevitably become too difficult at some point. Usually this happens in the jungle.

Something I've noticed when people express their dislike of the difficulty is that it usually comes with the term "trash mob" or "trash fight". I actually never liked the idea of having trash fights: I thought it would be more interesting if even non-boss encounters demanded strategy. But then of course the consequence of that is fights become very draining very quickly.

This is where I'm very curious about feedback! My "solution" to doing away with trash fights was to make standard encounters skippable. Granted as the game goes on they become harder to avoid, but even the most difficult random encounters should be avoidable, even in the jungle, as shown here:

https://i.imgur.com/p4IcYS3.mp4

To those who dislike the difficulty of standard encounters, I have a feeling it might be because you prefer to fight every available mob by choice. Is this true? If so, I can totally understand why things would really start to drag once you reach the jungle. I guess I never meant for this, but it's definitely not the first thing I didn't account for. I suppose a way to address this would be to decrease the number of flames in these regions.

The other primary complaint about difficulty is AoE and getting constantly one-shot by it, forcing you into very specific team comps. Now, I haven't watched enough people play late-game content to be sure, but I have seen a few, and I think it also has to do with habits from other JRPGs and the idea of trash fights: I think a lot of us are conditioned to blast through random encounters by spamming attack or using all the damage. And so, a lot of people falling back on this probably feel like the most viable strategy is to get your damage so high that the enemies die before they can act.

I think this really comes down to a failure of the game's teaching of mechanics. Only one NPC really talks about how important it is to debuff, and even that is only if you're defeated by the nearby boss. In Crystal Project, statuses which affect damage given and damage taken make a huge difference. Applying Power Down or Magic Down to an enemy before it uses an AoE attack will absolutely be the difference between getting one-shot and being completely fine.

Here's a clip with a party fighting a monster in the jungle that uses one of these AoE abilities. This is on Normal difficulty with a party that is under-levelled and has no accessories nor passives equipped (this is usually how I test things to help make sure that lots of builds are viable).

https://i.imgur.com/x9MZcdw.mp4

They got absolutely destroyed by the Fire Breath. This is a party wipe. If this happened to me over and over again, I would be extremely frustrated. It's not a good experience.

In the following clip using the same party, I apply an instance of Magic Down followed by an AoE cure. Everyone is completely topped up. I even survived a follow-up crit from the enemy's strongest single-target attack without using Defender nor stripping its Power Up buff.

https://i.imgur.com/4rvuQNk.mp4

Since these kinds of buffs and debuffs are almost required (they're not necessarily, but builds which don't use them are definitely quite niche and tricky to set up), there are several sources for each that can be used to integrate them into your party. However, maybe there aren't enough, and this is what people mean when they say that they're feeling too restricted to be creative. Should there be more sources for these status effects?

I completely understand the frustration of constantly getting one-shot or wiped all the time. It's not fun to have that happen. But, I'm kind of conflicted because if I nerf the difficulty of the enemies to the point where these status effects don't need to be used, then the encounters would become much too easy when they are used. I could reduce the effect of these buffs and debuffs at the same time as nerfing the enemies, but then the status effects wouldn't be useful (which is something else I often notice happens in JRPGs that I was hoping to avoid).

I know that a lot of people strongly dislike the difficulty in this game. I would like to fix it, but I know that if I rush, things will be worse off. So I just want to be careful and make sure that I make the right changes. Everyone's different and there will be no difficulty that is suitable for everyone, but maybe I can get something that is at least one step closer.
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Showing 1-15 of 478 comments
AH-1 Cobra 23 Apr, 2022 @ 3:42pm 
Having to debuff power/magic in normal encounters to not get ripped is sorta on the extreme side. I get it for bosses, you should use all the tools available, but regular encounters become really tiresome, quickly, if you gotta approach them like they're boss fights.
River Running Games  [developer] 23 Apr, 2022 @ 3:47pm 
Originally posted by crimsonedge11:
Having to debuff power/magic in normal encounters to not get ripped is sorta on the extreme side.

Just so that I can totally understand, what makes it extreme? Is it the frequency of fights, having to dedicate a turn to it, or because you'd prefer to use other kinds of party setups for normal encounters? Or something else entirely?
Trixter / Rob 23 Apr, 2022 @ 3:55pm 
Personally, I love the max difficulty but I come from a background of loving maximally hardtype RPGs like Shin Megami Tensei or Dark Souls. In that context, I love the hardest difficulty mode, but since most JRPGs tend to be on the really easy side, I can empathize how some people can be turned off by the experience especially if they are just wanting a nice chill FF5-like experience. Maybe you could keep the "hard" mode as it and re-label it as "insane" or something, and then bump up "medium" -> "hard" and "easy" -> "medium", then introduce a "casual" mode or something of the sort? That way people going in just get a little more caution going in. People also tend to expect a little "wonkiness" and more restricted playstyles in Insane/Maddening/etc. type difficulty modes in a way I don't think people tend to in the more regular modes.
Last edited by Trixter / Rob; 23 Apr, 2022 @ 4:09pm
MaxBeoulve 23 Apr, 2022 @ 3:55pm 
First, I would fix the "tanks are useless" problem. Threat becomes a rogue-only mechanic as the game goes on and cleaves and AoE spells become so common in so many fights, there is no need to "tank" anymore.
Couple that with the fact that some bosses clear their threat table constantly and that DPS tend to accumulate way more aggro than a single taunt, it simply isn't viable to run one.

This cascades into the problem that, if tanks are useless, you end up running 4 dps. And if you are running 4 dps, the aforementioned AoE and cleaves wipe your party even more, and it becomes that weird balance of "One shot them before they one shot you."
River Running Games  [developer] 23 Apr, 2022 @ 4:06pm 
Originally posted by MaxBeoulve:
First, I would fix the "tanks are useless" problem. Threat becomes a rogue-only mechanic as the game goes on and cleaves and AoE spells become so common in so many fights, there is no need to "tank" anymore.
Couple that with the fact that some bosses clear their threat table constantly and that DPS tend to accumulate way more aggro than a single taunt, it simply isn't viable to run one.

This cascades into the problem that, if tanks are useless, you end up running 4 dps. And if you are running 4 dps, the aforementioned AoE and cleaves wipe your party even more, and it becomes that weird balance of "One shot them before they one shot you."

I think something that I regret, although it wasn't intended, is that a lot of the ultimate team setups tend to favour damage over tanking. I do wish that there were more clever set ups that resulted in overpowered tanks like there are for overpowered DPS.

But in the context of average team comps (such as the one in the clips above), I would have thought that tanks are needed to prevent the problem of getting one-shot, aren't they? Especially for instances where you need to soak up the single-target hits.

I think it comes down to their abilities more than their actual capacity to absorb raw damage without setting up. It's similar to using the Magic Down or Power Down status effects. Cover is especially useful to tank while ignoring threat. Then when it's down, you can Armor Boost or Resist Boost the same party member - these mitigations make a huge difference and even very squishy DPS should be able to survive big hits when they're applied.
DESTROYER 23 Apr, 2022 @ 4:22pm 
I'm not super far but please leave hard mode as it is, I love having to pick my fights intelligently and not being able to cruise through everything mindlessly. Not enough turn based RPGs treat the player with respect, and not the MUH TIME thing but in the LOL DON'T WORRY ALL THESE SYSTEMS ARE PURELY FILLER AND YOU'LL NEVER HAVE TO MAKE USE OF THEM FOR BASICALLY ANYTHING.
Alan 23 Apr, 2022 @ 4:24pm 
I played through the full game on Normal.
I did not build my team with any specific strategy in mind, I mostly went on the fun aspect of classes I wanted to play and have specific characters be strong in what they specificaly do instead of working as a synergistic team.
I did not have any frustrating experience with the difficulty of the game, and I didnt feel I was doing anything specific to work around difficulty.

I will say that I did find it difficult that towards the later stages in the game ive had to use consumable items more and more frequently to heal and get mana. At the start I would use some of the items maybe once every 4-6 fights. And later it felt like almost 1-3 fights. And if I did not have a dedicated healer, it would be worse.

Because of this after that 3rd fight I would find myself getting annoyed by encounters and actively trying to avoid them and sometimes leading to annoying moments where I felt discouraged to explore.

I was ok with the difficulty of certain bosses and if I got wiped by some aoe or specific mechanic (that happened alot), I completely took responsibility of it attributing it on my complete disregard of team synergy and lack debuffs for the enemy. And most of the time when I adjusted my team for that fight, it went better, there were only a couple of fights that felt like hey had one specific answer to them, but I enjoyed them as a puzzle of sort.

A fix for me would be for certain classes to have passives that allowed them to heal or get mana back after fights. The warlock for example, if his mana regen was changed to give more mana but instead of every turn it was at the end of an encounter. Same can be applied to other classes with Health Regen.
it just took me 20 turns to beat the owlbear at level 40 with 2 berserk reapers and 2 black mages one with white magic and the other on hexs and thats on easy what was i doing wrong?
MaxBeoulve 23 Apr, 2022 @ 4:41pm 
I ran a tank up to depths bosses, where I got so frustrated with running a Valkyrie I just reworked it into a pure-dps ninja that could dodge all kinds of damage better than a tank and still be a higher damage output. Reraise on a tank is so useless, by the time you need it, the enemy will just have another turn of attack to kill you again.

Initially, when I started the game, I thought the Counter passive on a tank would be so good, I would be able to out-dps my mages just by tanking and countering. Turns out my tank dies in 2 hits just like my mages would.

Originally posted by River Running Games:
I would have thought that tanks are needed to prevent the problem of getting one-shot, aren't they?
Its easier to run a Warlock/Weave double casting / spreading Shell on the party or a Shaman that gives the same damage down debuff while still maintaining a higher dps setup than running a Warrior/Aegis.
The only "worthy" tanks are the ones that debuff enemies with damage down.

Also, most of the utility skills of tanks are magic. You can put them on a true healer, like a Weaver/Aegis or a Cleric/Valkyrie and have the same effect with much more utility and damage than a true tank because of Star Flare / Haste / Buff Manipulation. Magic doesn't miss, unlike a tanks poor melee attack.

Originally posted by River Running Games:
Especially for instances where you need to soak up the single-target hits.
Single target hits were always a free turn for me, at least on my case.
Periculum fire blast? Reflected back. Devourer chomp? Everyone has 2 charges of dodge thanks to Tira.
Its easier to dodge single-target hits with smokecreen / reflect than to waste 2 turns taking the damage and healing the tank.

Case in point, its easier, and more efficient, to never take damage in the first place with Sleep / Blind / Thunder Summon / Reflect / Smokescreen than to dedicated 2 turns to debuff and heal with a tank and healer.
A average party like that (1 tank, 1 healer, 2 dps) is not, in any way, optimal and makes every trash fight look like a boss fight.
Last edited by MaxBeoulve; 23 Apr, 2022 @ 5:03pm
Sir. Chibs 23 Apr, 2022 @ 4:43pm 
Let me start by saying that I play on hard so everything I say is from that point of view.

I agree with and understand with the choice to make buffing your party important. It however feels punishing at times with how the turn system works. Lets say that we are fighting a boss and all my units go before the boss does a big AOE attack. So I use an AOE buff for all my units that makes them take 35% less physical damage, this lasts for 2 turns. However "turns" make it so that that my buff only lasts for 1 boss attack. This is because All my units go before the boss which means the counter ticks down once before the boss even hits my units. Then after the boss attacks then all my units go and the buff counter ticks down once more and at that point it is gone. This may be intended but it feels wrong that I buffed for 2 "turns" but in reality I buffed for what feels like 1. This changes if my unit who buffed goes last. In this case the buff feels like it lasts 2 "turns" not one. As the first tick is not "wasted". This could be fixed by making buffs like this last per hit and not per "turn". There are buffs currently like this in the game like the shadow summon buff for the party.

Speaking of turns, putting weaknesses on enemies has the same issue. If there is a case where one of my units starts to cast flare on a boss, then a different unit puts a weakness on that boss, then the boss goes before the flare goes off then the weakness is wasted as the boss took its "turn". This makes the weakness turn taking really difficult when CT is involved. A weakness tick down per hit would be nice for a case like this.

The next point I would like to talk on is magic vs physical defense. Currently there are no ways of AOE shelling your party. You can mass protect everyone however. This feels weird and makes magic bosses way harder to deal with then physical mostly bosses. This is not the only issue with magic bosses. There are not too many way to deal with magic bosses that I can think of. Reflect is good but cant be used on AOE. You can silence bosses but as far as i am aware there are only two ways to silence, a summon and a wand, So that's not too available. You could use magic attack down on the boss but unless your unit is also shelled then it will most likely mean death for them. All this together makes magic AOE very hard to deal with and they feel cheap when a boss unfortunately decides to do one.

I hope that I conveyed my points well and I really do love this game so I am looking forward to whatever changes the you will make.
[VF] November 23 Apr, 2022 @ 5:06pm 
I feel like the scaling issue is due to a combination of these factors.

1. Having a tank character greatly reduces your party's damage. It provides some protection, through dodge and cover, but due to their lower damage, that prolongs fights.

2. Enemy HP scales too quickly. The fights that drag on are the ones where you get three enemies in the midgame with 1800 HP. That is hard to cut through with physical characters, especially because...

3. Enemy and player AOE spells do far too much damage. They spike the difficulty in the middle of the fight when an enemy drops a random Harvester or Whirlwind that kills a person and rips the other three into the red.

Additionally, player AOEs are the only way to reliably cut through 3 1800 HP midgame enemies.

In general, having a 4th DPS burning down the enemies with AOEs or focusing a single target to eliminate it before it gets a turn is better than the capabilities provided by a tank character.

Therefore, to fix this, I'd recommend:

1. Give tank characters a powerful percentage damage reduction passive, that they distribute a portion of to their party. For example, an Aegis would take 30% less damage and reduce all damage dealt to their party by 15%. These would stack with a very heavy diminishing returns, like -75% effectiveness for each additional tank in the party.

2. Reduce enemy HP scaling, starting around the desert area, aiming for a 25-30% reduction in HP, adjusting accordingly for other known power spikes.

3. Reduce the damage of AOE damage abilities by 15-20% for both players and enemies.

4. Increase single target physical damage by 10-15% for both players and enemies, to increase the value of having a tank, and increase the output of physical DPS.
Last edited by [VF] November; 23 Apr, 2022 @ 5:09pm
Admiral Billy 23 Apr, 2022 @ 5:11pm 
More input from a hard mode player here!

I personally didn't mind the difficulty all that much, although I will say the times that I enjoyed the game the *least* came from the AoE team-wiping abilities. I usually solved that issue by using a power/magic down and a warlock to give shell or protect to the two that need it most, but this didn't work for everything. In particular, enemies that were significantly faster than the party or enemies that did pure damage (e.g. owlbear) caused massive issues.

The biggest enemy power spikes from my experience came from Okinawa (but in hindsight this is probably because I missed the Jail dungeon), the Undercity (enemies shouldn't be engaged but sometimes their patterns mandated it), Owlbear, the Jungle,
the Quintar Mausoleum, and Slip Slide Ride. I have a feeling a decent number of these spikes were from being underleveled, though.

I'll also parrot the issue I've heard that the defense/resistance stats themselves don't seem to matter too much. I never really did any experimentation to confirm it, but I didn't mind a drop to either stat as long as it was still at a decent level (since I assume it's some kind of multiplicative reduction that has diminishing returns e.g. League of Legends).

Something I will say I noticed during the early-mid game is that it felt like too much of my damage was coming from the 3 DoT debuffs. This is maybe due to me going in an unintended order of places, or it could be due to the team I was using, but in either case I felt like I was doing almost no direct damage and just relying on those. This issue eventually ironed itself out, but it made early battles pretty repetitive using Fencers/Shamans for that.

I think another issue regarding the difficulty is that common battles are both an actual threat *and* consumables have a significant price for much of the early-mid game. Not only do you have to use all you've got to effectively deal with enemies, but unless you go heal efficiently at an inn, you're almost certainly going to be using some MP/health restoratives. For me I believe this problem was at its worst around the time of getting the Ibek; I remember running a double Beatsmith specifically so I could have somebody using the MP restore a good portion of the time while another heals or debuffs.

Regarding the more powerful debuffs, I enjoy that most of them are rare, but eye gouge is particularly abusive because of that. Since it has a pretty easily fulfilled condition and renders physical attacks null, physical-based bosses tended to be *much* easier to handle than magical or pure-based bosses. If eye gouge is at its intended strength, I'd provide an alternative for silence in particular, and maybe some of the other ability types. Trick slash is nice but not all abilities can realistically be hit by it, whether that's due to a low CT, the rogue's speed, debuffs, etc.

My final piece of feedback is that I feel like the flame color system could use a small tweak in some way or another. I had that idea when you mentioned in another thread that the cultists left of the capital weren't intended to be engaged for the most part; a blue or even green flame can bait people into fighting enemies that they're definitely not meant to fight. This is also true for the Undercity and its enemies that feel quite overtuned, but on purpose. I'm not sure what the best way to handle this is, but I'd maybe artificially bump up the levels of the enemies that are meant to be avoided just to make it clearer that "hey, that enemy is going to mess you up, you should probably avoid it."
Last edited by Admiral Billy; 23 Apr, 2022 @ 5:20pm
River Running Games  [developer] 23 Apr, 2022 @ 5:34pm 
Originally posted by Alan:
A fix for me would be for certain classes to have passives that allowed them to heal or get mana back after fights. The warlock for example, if his mana regen was changed to give more mana but instead of every turn it was at the end of an encounter. Same can be applied to other classes with Health Regen.

This is fantastic feedback. From what I gather, the frequent difficult fights causes friction between battles due to needing to refill HP and MP. I actually really like the idea of having passives that recover HP or MP when fights are won. It's a very clever solution.

Something else I'm working on is a button in the items menu to auto top up the party's HP and MP using whatever consumables that are owned, trying its best to be efficient and save money. Would this kind of convenience also help, do you think?

Originally posted by Sparky mark phillips:
it just took me 20 turns to beat the owlbear at level 40 with 2 berserk reapers and 2 black mages one with white magic and the other on hexs and thats on easy what was i doing wrong?

This is about 720 damage per turn which is actually really good, I don't think you're doing anything wrong!

Originally posted by MaxBeoulve:
I ran a tank up to depths bosses

I think the main complaints are coming from normal fights, aren't they? Usually starting at the jungle, but sometimes as early as the desert. I do hope that by the time someone reaches the last few bosses, team comps start to get a little weird. Though, if you found tanks not to be useful at this point, that's fair. I'll keep it in mind for rebalancing because I would like them to feel strong here, too.

(I'll continue to read the rest of the replies, thank you for the feedback so far!)
Jale 23 Apr, 2022 @ 5:39pm 
I tend to like the ramp up in difficulty, but rather dislike the specific way in which it becomes more difficult. I think one of the posts above does a good job of describing the issue with tanks, but I'd like to expand on it a little:

  • Greater emphasis on AoE damage in the late game disincentivizes the style of play (tank and spank) most players will have employed up until that point. The change feels kind of abrupt and surprising.
  • Late game tanking tools are primarily offensive in nature (eg. attack to apply magic/power down), which feels a little dissonant and begs the question: "could another class do this better?"
  • I think the answer to the question above is yes. A caster will typically be twice as efficient at the same role (via quick and/or double cast) than a tank. This doesn't even account for the role flexibility casters offer over tanks.
  • Tank survivability does not scale at the same rate that enemy damage does, so the margins by which they survive after a successful defense get smaller and smaller. At the extreme edges most bosses just one shot everyone and leave a tank with 10%.
  • The passives pool has a huge array of 'survive one hit' style mechanics, which must be compared to the survivability a tank offers you in the same situation. If it was only the tank being hit it might be more efficient to stick with the heal plan, but the shift to more AoE means you have to control for the other party members who cant survive that damage but likely do have "single use" survival buffs. If we are already having to solve for those non-tanks with renewing passives (re-raise / mimic / etc) or applying controls (sleep / para / etc) then the tanks role is further diminished.
  • All of these factors converge into a late game that encourages players to replace tanks with more efficient and flexible characters.
  • The margins grow even greater at the extreme edges when you can start duplicating summons and mirroring buff pools instead of simply double casting debuffs - the efficiency gains are really incredible.

    TLDR: I think the main issue is role overlap. Tanks need a unique way to add value to a party.
Last edited by Jale; 23 Apr, 2022 @ 5:43pm
Fat Chocobo 23 Apr, 2022 @ 5:42pm 
First off, I want to say that I am enjoying the game very much, it truly is fantastic. I hope you take criticism towards the difficulty as constructive feedback and not an attack on the game. Sometimes players just get frustrated and vent poorly.

Hard mode player here. I'm not too far yet. For my adventure, personally, the boss fights feel really well balanced. This is usually the case when dealing with a single opponent. Juggling buffs/debuffs and threat management all seem easily viable, if you pay attention.

However, I hit my first "tedious" wall going left of the capital, into Greenshire Reprise. In Greenshire Reprise I encountered a group of 3 cultists whom have massive single target lighting magic dmg, massive AOE lightning magic dmg (enough to wipe my party in one hit except my tank) and a heal on top of that. The turn order says that Boltena does about 820~ damage, minus mitigation. Even if you managed to debuff 2 of the enemies and sleep another, if those 2 enemies cast AOE spells at the same time, the party is done for. Not far down the road from this area is Salmon river, the enemies here can do multi-target melee attacks but for only about 150~ damage. I am curious as to why is the damage difference between the mobs, in roughly the same area this vast? Party composition and equipment shouldn't account for a difference in numbers like this.

Random encounters in a traditional JRPGs work well because the trash is trash. The party is typically well equipped to deal with the situation, multiple times over. The system is designed to throw many easy fights at you that slowly weaken the party over a long dungeon. In crystal project your philosophy on trash mobs is to, well, not make them trash. I believe this creates a situation in where the player might not be equipped to deal with the trash and faces getting wiped very easily. Avoiding enemies isn't always possible for the average player and not to mention many rpg fans enjoy combat, myself included.

Originally posted by River Running Games:
I completely understand the frustration of constantly getting one-shot or wiped all the time. It's not fun to have that happen. But, I'm kind of conflicted because if I nerf the difficulty of the enemies to the point where these status effects don't need to be used, then the encounters would become much too easy when they are used. I could reduce the effect of these buffs and debuffs at the same time as nerfing the enemies, but then the status effects wouldn't be useful (which is something else I often notice happens in JRPGs that I was hoping to avoid).

I know that a lot of people strongly dislike the difficulty in this game. I would like to fix it, but I know that if I rush, things will be worse off. So I just want to be careful and make sure that I make the right changes. Everyone's different and there will be no difficulty that is suitable for everyone, but maybe I can get something that is at least one step closer.

I think your linked fight is a good example of an issue in the game (https://imgur.com/4rvuQNk). You are trying to show an example of how debuffs can save you, but you are also show casing that even with a -35% debuff on the enemy, your entire party is at 50% (or less) hp and you've done 1/8th of the enemy hp.

TLDR; Crystal Project is a great game but I honestly think an adjustment of numbers is needed. Buffs and debuffs lasting a turn longer or per-instance, as someone else suggested, would be a good change. A change like this could help represent the importance of buffing, debuffing and even having some sort of cleanse or dispel ability at the ready. I'd like to read others opinions on this though.

I'll keep slugging it out with the trash but I for one eagerly await a good balance patch, best of luck to you.
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Date Posted: 23 Apr, 2022 @ 3:28pm
Posts: 478