View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0006722 | Valley 1 | Suggestion - Balancing Issues | Mar 19, 2012 7:45 pm | Mar 19, 2012 8:10 pm | |
Reporter | Terraziel | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | 0.909 | ||||
Summary | 0006722: Changes to higher difficulties | ||||
Description | I say higher difficulties mainly because changing the Chosen One but not Master Hero would be weird. This is probably going to seem like a complicated fix for an edge problem as far as the game as whole is concerned but my suggestion is two fold... Firstly, lower the enemy health multiplier to match that of Hero difficulty. Secondly, lower the damage mitigation that the player gains on tiers 3,4 and 5 not hugely, just something to offset the health change. Why? because having recently started a new world, quite how broken the flow of the start of the game is on The Chosen One has become obvious to me, as a simple example A single shadow bat takes 41 shots of fireball to kill and does 92 damage per hit. That is just as hard as it sounds but is punishingly hard for a new world, you are essentially obliged to go and mass grind enchants and upgrades so that you can even begin the game. Which kills the flow of the game to me. What I want these changes to do is smooth out the the initial roughness without impacting the overall feel of the difficulty, because once you are past the initial stages everything comes together, shields, jump powers and some of the better enchants coming in to play actually balance the difficulty out pretty well. Lowering enemy health I picked because it is in my mind the least interesting aspect of the higher difficulties, with the recent changes to monster health having double the health of Hero just makes your spells feel ineffective more than anything else. High enemy damage and speed on the other hand, are essentially why I play the difficulty level I do. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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Sold. :) I particularly like systems for higher difficulties that aren't just extra grind, but instead are actually harder while being as less extra of a grind as possible. * Revamping Master Hero and The Chosen One difficulties to be more fun for advanced players: ** Monster Health lowered to make spells feel more effective: *** Master Hero now has 3.2x multiplier instead of 4.5x (compared with 3x on Hero). *** The Chosen One now has 3.5x multiplier instead of 6x (compared with 3x on Hero). ** However, starting at tier 3, the shielding that the characters get from the continent tier increases by a lower multiplier each tier. *** Master Hero now has 1.4x multiplier compared to the prior tier on each tier 3 or greater (compared with 1.5x on every other difficulty). *** The Chosen One now has 1.3x multiplier compared to the prior tier on each tier 3 or greater (compared with 1.5x on every other difficulty). |
Date Modified | Username | Field | Change |
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Mar 19, 2012 7:45 pm | Terraziel | New Issue | |
Mar 19, 2012 8:10 pm | Chris_McElligottPark | Internal Weight | => New |
Mar 19, 2012 8:10 pm | Chris_McElligottPark | Note Added: 0021056 | |
Mar 19, 2012 8:10 pm | Chris_McElligottPark | Status | new => resolved |
Mar 19, 2012 8:10 pm | Chris_McElligottPark | Fixed in Version | => 0.909 |
Mar 19, 2012 8:10 pm | Chris_McElligottPark | Resolution | open => fixed |
Mar 19, 2012 8:10 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |