View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005311 | Valley 1 | Gameplay Idea | Dec 13, 2011 2:36 am | Dec 13, 2011 12:07 pm | |
Reporter | Toll | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.549 | ||||
Summary | 0005311: Increase the damage needed to lose max health | ||||
Description | Right now, it's pretty straight-forward. You lose 100% of your base health, your max health goes down 100% of your base health. This method means that one bad run-in with a boss could very possibly remove all the accumulated extra max health, which I feel is a bit too hefty a price to pay (for instance, the boss I just fought took me from 700% to 84%, meaning 126 stones lost). Of course, there should still be a consequence, but changing it to removing 100% of your base once you lose 200% would still be a consequence (and not far from what it is now in terms of stones lost; losing 300% instead of 600% still means losing 112 stones). It does, however, leave you with that extra buffer for getting your max health back, instead of leaving you back on square one. One consequence of such a change would be that once you get 200% max health, you'd never lose it. I'm not sure if that's so bad though. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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I agree with the problem assessment, but not with the solution proposed. Just in: * The attack power of overlords and lieutenants are no longer multiplied. The challenge with a larger boss shouldn't be that they do a lot more damage with every hit -- otherwise you just die instantly without a ton of healing -- but rather should be that they have new attack patterns and longer life that makes them into a more challenging and interesting fight than standard enemies. * The general health baseline for characters has been increased a bit, making it so that it takes more hits to lose a health tank, and so on. With a shift towards longer sustained missions, and surviving all the way to the end, that will be important. My thoughts are that the boss damage balance simply needs to be improved, but this should be a start on that, at least. In most games, most bosses don't do hugely larger amounts of damage to your character, even though it might _feel_ like they do. But that's just show and graphical feedback, in the main. What makes the bosses harder isn't that they -- most of the time -- do a ton of damage to you, but that their new attacks and shifting logic mean that they are more likely to land more hits on you (the first time you face them, at least). |
Date Modified | Username | Field | Change |
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Dec 13, 2011 2:36 am | Toll | New Issue | |
Dec 13, 2011 12:06 pm | Chris_McElligottPark | Internal Weight | => New |
Dec 13, 2011 12:06 pm | Chris_McElligottPark | Note Added: 0017823 | |
Dec 13, 2011 12:06 pm | Chris_McElligottPark | Status | new => resolved |
Dec 13, 2011 12:06 pm | Chris_McElligottPark | Resolution | open => fixed |
Dec 13, 2011 12:06 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |