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Recovery and Gold Sink

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    Recovery and Gold Sink

    I propose an entirely new recovery scheme...

    Potions.... lots and lots of potions of varying strength.

    Lv1 healing 100 .... Lv10 healing 20000. Those will be purchasable and stackable to 999 per inventory slot. These are instant heals

    Then you have craftable elixirs
    Lv1. 5% HP ..... Lv5 100% HP and more! Half of will be instant while the remaining half will be healing over the next 2secs.

    Next, have auto HP potion/elixir based on a slider bar of health. from 30% to 70%. Basically if your health falls below this line, potion of your choice will be quaffed.

    This saves some mundane busy work and on mobile (we are still a mobile game right?) that's definitely a good thing. Plus this acts as a reliable gold sink.

    Oh yea, remove all LoH... Life Regen is so weak it can stay in the game.

    Of course the potion cooldown will need to be drastically reduced. Something like 1-2sec is good.

    Now this begs the question: does it make the game too easy.. since everyone can't be killed except by 1hko. Of course this is the point, we play to have fun, not to feel frustrated. Take some of the rage inducing death away from the game. Now we still want tactics and strategies to eventually carry the day.... so make the tough fights tougher, easier fights easier is the way to go imho. Take trial pushing, mob phase is the drudge work one has to get through to get to the juicy part: bossing (your mileage may vary). Short CD potion makes the mob phase less of a hassle. But when the boss is summoned, they come with some automatic boss modifiers.

    Boss Modifier #1:Potion cooldown is increased by x00% (ranges from 1.5 to 5 or more... depending on how nasty the Devs feel when the boss was designed)
    Boss Modifier #2:Critical Damage Resistance (it's a value between 0 and 1, at 50% it means Boss takes 1/2 damage from critical hits, 90% means Boss takes 10% damage from critical hits. *evil laughter while glancing at DW bleed builds)
    Boss Modifier #3:Critical Resistance (it's a value between 0 and 1. at 50% it means Boss only takes critical damage half the time. Let's say you have 50% crit chance and boss has 50% crit resistance, this actually mean that you crit the boss 25% of the time)

    BM1 makes tactical positioning actually a thing without needing every boss attack 1hkos (more boss attack design flexibility)
    BM2&3 makes the crit builds no longer the end all be all since the current mechanics heavily favor them. Sure let crits melt the normal mobs... but Boss should be entirely different kind of beasts. Again what this allows is a more drawn out, tactical fight.

    For shockwave, instead of healing % over time, how about it instantly refreshes pot cooldown...just an idea. This actually makes using that last charge a tactical decision when fighting a boss with extra long pot CD time. Same thing for other classes, some ability to shorten/refresh pot CD.
    GAQO KITO REZO 1934
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