View Issue Details

IDProjectCategoryLast Update
0005722Valley 1Suggestion - Balancing IssuesFeb 13, 2012 12:23 pm
Reportermartyn_van_buren Assigned ToChris_McElligottPark  
Severityminor 
Status closedResolutionno change required 
Product Version0.573 
Summary0005722: Health drops still seem excessive
DescriptionThey'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.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

jerith

Feb 10, 2012 7:20 am

reporter   ~0018802

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.

martyn_van_buren

Feb 10, 2012 3:12 pm

reporter   ~0018838

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.

martyn_van_buren

Feb 10, 2012 5:39 pm

reporter   ~0018861

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 :)

Dizzard

Feb 11, 2012 12:07 pm

reporter   ~0018900

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?

Chris_McElligottPark

Feb 13, 2012 12:23 pm

administrator   ~0018999

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.

Issue History

Date Modified Username Field Change
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