View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005722 | Valley 1 | Suggestion - Balancing Issues | Feb 10, 2012 6:17 am | Feb 13, 2012 12:23 pm | |
Reporter | martyn_van_buren | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Product Version | 0.573 | ||||
Summary | 0005722: Health drops still seem excessive | ||||
Description | They're much improved from before, but I'm finding that playing even half-carefully I tend to be at 100% health. Basically it seems like I can tank 3-4 hits from a lightning esper and still get more health from it than I lost, where as before you had to kill it while taking zero or no hits to be profitable. I liked the balance there, since it often forced me to run away; as it is now I don't find myself thinking about health. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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I usually have lots of lonely clumps of green glowy things floating around a room eagerly awaiting their chance to heal me. It's a little sad how they all rush toward me when I take a hit, only to stop suddenly when they realise they've lost the race. :-/ I think having the health drops be rarer would probably work better than nerfing how much each heal helps. That way you can still have high-probability heals from things like spawners, which is handy to recover from a boss battle. |
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By the way, are these affected by tactical difficulty? If not, this would seem like an excellent balance for a lower difficulty setting; I feel like the balance as it is now would suit me very well if I was just starting out with the game and still figuring things out. |
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I think I can withdraw this --- I've moved up to Master Hero and the balance seems right on for me, much more like what I remember from earlier versions. I should have tried earlier, but I'm used to sucking enough at games to prefer default difficulty :) |
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I think on higher difficulties this becomes less of an issue. I was playing on a higher difficulty and found myself having to run away a lot during boss fights. While when I changed it to an easier difficulty it was a case of just not worrying a lot about getting hit. Maybe you could tie the amount of health enemies drop to the difficulty level? |
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Sounds like this is handled. In terms of changing how much health enemies drop: with difficulty changes, we already adjust how much damage enemies do. That makes your health more effective per unit of health. Also changing how much health you get healed by enemies would have a multiplicative effect, really adjusting the difficulty even more than perhaps is desirable. |
Date Modified | Username | Field | Change |
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Feb 10, 2012 6:17 am | martyn_van_buren | New Issue | |
Feb 10, 2012 7:20 am | jerith | Note Added: 0018802 | |
Feb 10, 2012 11:44 am | tigersfan | Internal Weight | => Feature Suggestion |
Feb 10, 2012 11:44 am | tigersfan | Status | new => considering |
Feb 10, 2012 3:12 pm | martyn_van_buren | Note Added: 0018838 | |
Feb 10, 2012 5:39 pm | martyn_van_buren | Note Added: 0018861 | |
Feb 11, 2012 12:07 pm | Dizzard | Note Added: 0018900 | |
Feb 13, 2012 12:23 pm | Chris_McElligottPark | Note Added: 0018999 | |
Feb 13, 2012 12:23 pm | Chris_McElligottPark | Status | considering => closed |
Feb 13, 2012 12:23 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 13, 2012 12:23 pm | Chris_McElligottPark | Resolution | open => no change required |