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Originally posted by Rytrik View PostPerhaps I come from a different mentality around gaming... I'm just not seeing the logic in nerfing the player's damage when they're low health.
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Originally posted by Rytrik View PostPerhaps I come from a different mentality around gaming... I'm just not seeing the logic in nerfing the player's damage when they're low health. There's no benefit NOW to being at low health (besides in the Elban fight), and it would cause even more frustration in players who might take some damage. All of a sudden, your damage goes down SIGNIFICANTLY and you're struggling to LoH or pot/apple your way back up to 100% hp. There goes your trial.
There are other games which do it the opposite: by staying at a lower HP level, your damage goes UP, or you gain extra skills. That way there's a payoff for being at the lower health: You CAN do more damage... but on the other side of it, you might die quickly. It's a gamble. It's similar to Elban's assassinate. You can dodge it and do regular damage, and not take bleed damage, or you can eat it and gain 5% extra damage per assassinate, but you take bleed damage for the rest of the fight. You choose.
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Originally posted by Rytrik View Post
You don't even play a mage. Why are you laying out your vision for a class that you don't play?
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Originally posted by Arionthe View Post
Well Primus, that is only because I haven't really laid out my visions for mage in its entirety. To be honest I find it odd that a highly specialized, many years in the training magic wielder confronts the hordes of Eternium in much the same way as a brutish warrior. By that I meant using flesh and blood as means of defense.
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Originally posted by Primus View Post
So much this,besides this idea increases the gap between PC and mobile,as players on mobile will find it more difficult then players on PC to avoid getting hit.The precision advantage of PC will get amplified due to this by many times.And this mechanic mostly favors boring builds and renders many current builds unusable.
So the Devs are changing Arcane Reflection. May I suggest the following skill as an replacement. Also an innate class specific skill.
Innate Class specific skill: Mystic Shield
Mage has the innate ability to create a damage absorbing shield around him/herself (PC baby).
Stats: 100% HP shield when initialized, max 150% HP, Recovery stats feed into the shield absorbing power, duration 6 secs. CD 30secs If shield collapses, mage takes 50% HP damage as an arcane energy feedback.
Any shield proc will add 10% HP to shield strength while refreshing the duration.
Arcane Shield: to replace Arcane Reflection
Stats: Years of learning has allowed you to enhance the strength and power of Mystic Shield, 150% HP at start, Max 300%HP, any shield proc adds 20% HP to shield HP, duration 8 secs.
With this powerful defense mechanism in place, a mage should really never worry about blocking a mundane arrow or two. Besides this feels more like a powerful magic user.
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Originally posted by Rytrik View PostPerhaps I come from a different mentality around gaming... I'm just not seeing the logic in nerfing the player's damage when they're low health. There's no benefit NOW to being at low health (besides in the Elban fight), and it would cause even more frustration in players who might take some damage. All of a sudden, your damage goes down SIGNIFICANTLY and you're struggling to LoH or pot/apple your way back up to 100% hp. There goes your trial.
There are other games which do it the opposite: by staying at a lower HP level, your damage goes UP, or you gain extra skills. That way there's a payoff for being at the lower health: You CAN do more damage... but on the other side of it, you might die quickly. It's a gamble. It's similar to Elban's assassinate. You can dodge it and do regular damage, and not take bleed damage, or you can eat it and gain 5% extra damage per assassinate, but you take bleed damage for the rest of the fight. You choose.
The goal of my suggestion is not to foster untold player frustration. But rather re-introduce strategic retreat as a gaming element. So I'm low on health and I'm not as effective as I like to be, what do I do? You can keep banging your head and stand your ground only to be grinded down by the coming waves of mobs. Or remember the saying Discretion is the better part of valor.
anyway also makes healing skills play a more prominent role in the game. Again all my suggestions seem whacky in isolation. But they are meant to be taken together. I already laid out what my end goals are. These suggestions are just some small building blocks towards that.
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Originally posted by Rytrik View PostPerhaps I come from a different mentality around gaming... I'm just not seeing the logic in nerfing the player's damage when they're low health. There's no benefit NOW to being at low health (besides in the Elban fight), and it would cause even more frustration in players who might take some damage. All of a sudden, your damage goes down SIGNIFICANTLY and you're struggling to LoH or pot/apple your way back up to 100% hp. There goes your trial.
There are other games which do it the opposite: by staying at a lower HP level, your damage goes UP, or you gain extra skills. That way there's a payoff for being at the lower health: You CAN do more damage... but on the other side of it, you might die quickly. It's a gamble. It's similar to Elban's assassinate. You can dodge it and do regular damage, and not take bleed damage, or you can eat it and gain 5% extra damage per assassinate, but you take bleed damage for the rest of the fight. You choose.
Leave a comment:
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Perhaps I come from a different mentality around gaming... I'm just not seeing the logic in nerfing the player's damage when they're low health. There's no benefit NOW to being at low health (besides in the Elban fight), and it would cause even more frustration in players who might take some damage. All of a sudden, your damage goes down SIGNIFICANTLY and you're struggling to LoH or pot/apple your way back up to 100% hp. There goes your trial.
There are other games which do it the opposite: by staying at a lower HP level, your damage goes UP, or you gain extra skills. That way there's a payoff for being at the lower health: You CAN do more damage... but on the other side of it, you might die quickly. It's a gamble. It's similar to Elban's assassinate. You can dodge it and do regular damage, and not take bleed damage, or you can eat it and gain 5% extra damage per assassinate, but you take bleed damage for the rest of the fight. You choose.
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It annoys me that you capitalized power and ability rate but not critical rating Arionthe :/
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A further enhancement to this idea is this:
Instead of raw, across the board DPS reduction as proposed in the first post. I think a more class specific drawback system for being in poor health is more distinctive and creates more diversity.
For Warrior
If HP is at 100% (perfect health, probably with help of shield bubble) at the beginning of that half second, POWER stat is calculated at 110%
If HP is >75% at the beginning of that half second, POWER is calculated at 100%.
If HP is >50% at the beginning of that half second, POWER is calculated at 90%
if HP is >25% at the beginning of that half second, POWER is calculated at 80%
if HP is <25% at the beginning of that half second, POWER is calculated at 60%
For BH
If HP is at 100% (perfect health, probably with help of shield bubble) at the beginning of that half second, Critical Rating is calculated at 125%
If HP is >75% at the beginning of that half second, Critical Rating is calculated at 100%.
If HP is >50% at the beginning of that half second, Critical Rating is calculated at 80%
if HP is >25% at the beginning of that half second, Critical Rating is calculated at 60%
if HP is <25% at the beginning of that half second, Critical Rating is calculated at 30%
For Mage
If HP is at 100% (perfect health, probably with help of shield bubble) at the beginning of that half second, Ability Rate is calculated at 110%
If HP is >75% at the beginning of that half second, ABILITY RATE is calculated at 100%.
If HP is >50% at the beginning of that half second, ABILITY RATE is calculated at 80%
if HP is >25% at the beginning of that half second, ABILITY RATE is calculated at 60%
if HP is <25% at the beginning of that half second, ABILITY RATE is calculated at 30%
Yep, BH will not be criting, Mage will have to wait for those spells to become available again. Warriors will just suck more
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Originally posted by Arionthe View PostYou are right. So balancing it will be the key. I'm looking for more distinctness amongst classes. For a mage, again just thinking out loud here, I think a damage shield is more critical. HP should be that last line of defense and rarely breached. So imagine skills/passives that enhance the shield bubble.
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