Originally posted by Raffeine
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In Combat = terrible idea
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Yeah, but you're missing out on some good XP if you don't lay some traps down on the run- you'll kill some lavadons easy.
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And proportioned with how many there... one lone stuck zombie at the start of the level preventing the final chest from opening is very different than a horde trailing behind a rusher... or an intentionally-gathered crowd in a trial (or achievement attempt)...Originally posted by Freeman9426 View PostIMHO you cant just get rid of the in combat mechanic. Its purpose is to prevent rushes for level end and/or chests.
I agree that it should behave correctly tho. With some sort of timeout or distance trigger. But proportioned with who you are in combat with.
Thanks.
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IMHO you cant just get rid of the in combat mechanic. Its purpose is to prevent rushes for level end and/or chests.
I agree that it should behave correctly tho. With some sort of timeout or distance trigger. But proportioned with who you are in combat with.
Thanks.Last edited by Freeman9426; 05-06-2017, 12:04 PM.
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Or that they run your speed?Originally posted by BAgate View PostA follow up question, but what about minions? I've recently noticed that they sometimes stay VERY far behind you fighting a lone monster and so you remain in combat. Can we tweak the minion AI so that they disengage and catch up to you if the distance gets to great?
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A follow up question, but what about minions? I've recently noticed that they sometimes stay VERY far behind you fighting a lone monster and so you remain in combat. Can we tweak the minion AI so that they disengage and catch up to you if the distance gets to great?Originally posted by Adrian (Developer) View PostThe incombat, sluggish and nowhere to be found, monster preventing you to end the level is a big problem indeed.
One reason to enforce the in-combat rule is that it's out of character to end a level while you are surrounded by a bunch of monsters hitting you.
The keyword in the above statement is 'surrounded' and it gives us a solution to this problem: monsters will drop out of combat after a certain amount of time passes without any interaction between the player and the monster.
The drop out of combat rule will also depend on the distance between the hero and the monster, far away monsters are more likely to drop out of combat.
Also, let's say the timer will be generous enough to still permit your favorite monster herding techniques with some effort from your part. E.g.: if you want to keep monsters in combat you would have to damage them from time to time.
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That's would be a good improvement, added on my list.Originally posted by BAgate View PostIn a related note, how about fixing the walls in Malador so you can't hit a monster on the other side with an AoE and bring them into combat?
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Guest repliedThe first nerf which probably will be negative only for few top players...it will be much harder to gather all monsters in trials now... Personally I am waiting for this improvement.Originally posted by Adrian (Developer) View PostThe incombat, sluggish and nowhere to be found, monster preventing you to end the level is a big problem indeed.
One reason to enforce the in-combat rule is that it's out of character to end a level while you are surrounded by a bunch of monsters hitting you.
The keyword in the above statement is 'surrounded' and it gives us a solution to this problem: monsters will drop out of combat after a certain amount of time passes without any interaction between the player and the monster.
The drop out of combat rule will also depend on the distance between the hero and the monster, far away monsters are more likely to drop out of combat.
Also, let's say the timer will be generous enough to still permit your favorite monster herding techniques with some effort from your part. E.g.: if you want to keep monsters in combat you would have to damage them from time to time.
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That would be great.
In a related note, how about fixing the walls in Malador so you can't hit a monster on the other side with an AoE and bring them into combat?
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The incombat, sluggish and nowhere to be found, monster preventing you to end the level is a big problem indeed.
One reason to enforce the in-combat rule is that it's out of character to end a level while you are surrounded by a bunch of monsters hitting you.
The keyword in the above statement is 'surrounded' and it gives us a solution to this problem: monsters will drop out of combat after a certain amount of time passes without any interaction between the player and the monster.
The drop out of combat rule will also depend on the distance between the hero and the monster, far away monsters are more likely to drop out of combat.
Also, let's say the timer will be generous enough to still permit your favorite monster herding techniques with some effort from your part. E.g.: if you want to keep monsters in combat you would have to damage them from time to time.
Leave a comment:
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Yeah, the 1-revenant-slugging-its-way-across-the-map-unable-to-open-boxes problem can be a bit of a pain. You get used to it after a while though.
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