Originally posted by GrauGeist
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It makes the game harder and less fun, because you're taking things away from the player. Simple as that.
Change for the sake of change is a bad idea.
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Originally posted by GrauGeist View PostI guarantee that implementing a mass net nerf is not going to make this a "great" game.
On the other hand, making some of the proposed changes would create a diversity of builds, allow for a diversity of playing styles and increase replayability for those who don't simply obsess about how high on a leaderboard they can get.
So if a change has significant advantages, and the disadvantages are universal, what exactly is the problem? Are you saying the game would be better if the devs simply cut all bad guys hp in half so people could reach higher trials? Because that is the logical conclusion of your statement. So what exactly is your objection to a universal nerf if it was the result of changes that made the game more interesting and more varied?
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I guarantee that implementing a mass net nerf is not going to make this a "great" game.
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Originally posted by BAgate View PostNo, I'm actually stuck down around trial 80. I'm not a fan of pure button mashing and cookie cutter builds, so I don't really play much anymore. I keep waiting for the devs to take a great platform and turn it into a great game, which is why I support Arionthe and his ideas for creating diversity.
Last edited by Purple Potato; 03-22-2018, 04:16 AM. Reason: I am tired and mistyped what I meant to say.
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No, I'm actually stuck down around trial 80. I'm not a fan of pure button mashing and cookie cutter builds, so I don't really play much anymore. I keep waiting for the devs to take a great platform and turn it into a great game, which is why I support Arionthe and his ideas for creating diversity.
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Dude, are you Carpe in disguise? So nobody can ever take your #1 spot?
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See the initial post. The nerf isn't the point, it is the side effect of introducing build diversity. I'm simply saying that a global nerf is not a reason NOT to make a change which would improve the game. A global nerf for the sake of a global nerf is pointless, but as a side effect it shouldn't be a huge consideration. Certainly not something which should require a 'major compensatory buff' to address.
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Originally posted by BAgate View Post
Why? I recall when the trials got revamped the devs said they thought 100 would be the max and yet people are hitting 120+. Why is a global nerf a bad thing? If everybody is effected the same and the only result is people struggle to finish trial 100 instead of 120, why is that a problem?
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Originally posted by GrauGeist View PostObvious con is obvious - this is a significant net nerf to all players and needs a major compensatory buff to be viable.
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Originally posted by Arionthe View Post2. More realistic, more relatable to every day life. As much a ARPG can be relatable.
Originally posted by GrauGeist View PostObvious con is obvious - this is a significant net nerf to all players and needs a major compensatory buff to be viable.Last edited by Rytrik; 03-22-2018, 12:37 AM.
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Obvious con is obvious - this is a significant net nerf to all players and needs a major compensatory buff to be viable.
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Originally posted by Rytrik View Post
And this change hurts new players. There have been times when I've survived a fight by the skin of my teeth, with no consumables (or all of them down) at low life. With the changes being proposed, I might not have lived, or the fight might have taken WAY longer. So you're punishing the character for taking damage. In the low levels (and even going up) it's often extremely challenging to avoid all damage / not take any damage.
New player enters the game... starts playing... they hit a mob for max damage. Their hp lowers... it's taking longer and longer and longer to kill the mob. They die. Pissed off new player.. game stickability is gone.
Plus why do you expect to play exactly the same way if the proposed changes are actually incorporated. First you will have more trade offs to consider when building your character and gearing up. Second strategic retreat will actually become part of your overall play. We the players are adaptable. After every balancing patch, don't you change your gear/skill loadout some to reflect the changes in the game? This will be the same thing. Just another change. What we need to consider is if the benefits of the said change will outweigh the drawbacks.
Pros:
1. More trade offs in build design means multiple paths to achieve a similar aim (See BAGate's post)
2. More realistic, more relatable to every day life. As much a ARPG can be relatable.
3. Promotes build diversity
4. Promotes strategic positioning and re-positioning during a fight
Cons:
1. Need to think more about how to build a toon
2. Need to think more strategically while playing
3. just need to think more
Plus there is more tied to the whole DPS/Taking Damage meta. As I wrote in a previous post in another topic, I find the current game meta to be wildly imbalanced in favor of DPS already. This will tilt the meta a bit. Also there is a lot more to class distinctiveness when we go down this path.
Current game meta makes no distinction amongst classes on how damage is taken. It's all blood and body parts flying. This makes no sense. While that's expected for a brutish warrior, why should a highly trained magic user take an arrow the exact same way a barbarian would? Using his bare skin and flimsy robe.
For Mage: HP should be that last line of defense when all else fails. The all else is where the mage shines. I'm talking about mana shield in D2. A generic damage shield that absorbs all incoming damage until it collapses. Make this the primary defense mechanism of the mage, not hp.
Warrior: current system is fine. He ain't going for the prettiest face or smoothest body trophy. Oh btw 50% innate Damage Reduction because half of his pain nerves have long fried from years of getting banged on the head.
Bounty Hunter: dodging and evading damage should be the calling card. Smoke Screen does some of that. But what about a backflip move like the archer minion. That should be the innate skill. While backflipping, BH enjoys 90% damage reduction, leaves a doppelganger in the original position that draws enemy fire for a few brief moments.
There are so many possibilities. Don't close to those just because it makes you step outside of your comfort zone.
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Originally posted by GrauGeist View PostThe only way it works is if you get XP bump proportional to damage drop. Even then, the farming slows, so it's not good.
New player enters the game... starts playing... they hit a mob for max damage. Their hp lowers... it's taking longer and longer and longer to kill the mob. They die. Pissed off new player.. game stickability is gone.
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The only way it works is if you get XP bump proportional to damage drop. Even then, the farming slows, so it's not good.
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