View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0007304 | Valley 1 | Suggestion - Balancing Issues | Apr 28, 2012 8:32 am | May 9, 2012 8:04 am | |
Reporter | Purlox | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.004 | ||||
Summary | 0007304: Range might be too small now | ||||
Description | I'm using 1920x1080 monitor and I think no offensive spell can travel away from my screen if stand still and use the move screen towards cursor option, not even Creeping Death. I can understand how sniping Giant Skeletbots (and Giant Centurion) was a problem, but why lower the range in general? When I fight the fairies, I depand on sniping them a lot, because most of often than not they are high in the air with no nearby place to stand on. You mostly encounter them in caves, so you can make your own platforms, but I have encountered them in places, where I couldn't put platforms between me and them. How should I deal with them if I encounter them in a such place again, when sniping isn't an option? Putting a lot of boxes under me can seem like a good idea, but it would take to make enough of them and any wandering monster could destroy them with their melee attack. And there are other cases where sniping isn't a bad thing, e.g. in the Meteor mission having such a small range is very risky especialy when Meteors deal so much damage to the player. Also what point is there in using enchants increasing projectile speed now? They were good for increasing range now, but with the hardcap, all you get is faster spell. This makes it useful only for Creeping Death and maybe if the player can't aim very well. I really can't see any other use of these enchants now. The long range of spells certainly makes the game easier, but this seems like an overeaction to me. Imo the range of spells should be slightly increased and the hardcap removed, so that there is reason to use enchants increasing projectile speed again. And if still there is some problem with Giant Skeletbots or any other huge bosses getting sniped from long range, then either make them more dangerous at high range (e.g. by giving their projectiles a constant acceleration) or give them resistance to attack fired from long range. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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Open to feedback, but I play at the same resolution as you. I think that having more range than this would be very much detrimental. |
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I also feel that the current range is too short. I am not great at dodging projectiles at close range. In fact, I am horrible at it. I don't have the reflexes needed to stand face to face with an enemy and also dodge his spells. Because of this, I always fought at range, so I had plenty of time to lead my targets and jump or duck accordingly. But more importantly, the game is a lot less fun to me now. When my spells shot really far, I could fight at close range OR long range. Now I'm stuck to fighting what I consider close range. A subset of players decided that the way they wanted to engage every single enemy and boss was around corners and out of range. So what? Isn't that a valid tactic? |
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In 1.005 the range got much higher. In terms of engaging enemies from out of range around corners: no, that's not a valid tactic if the enemy can't hit you. If there's not risk, it's not a game. It's "push button to win" situation, and even if that feels fun at first (hey, I'm good at this!), it's the sort of thing anyone would quickly tire of. |
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1.006 range feels good to me. Whips are shorter than before with +speed, which is good, but the long range spells are a comfortable distance. |
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Excellent! A happy middle ground is what I was going for. People shouldn't feel kneecapped, but at the same time the exploit-level ranges ultimately become damaging to balance which is bad for everyone. |
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I've been away for a while and missed this, so hopefully someone might point me in the right direction. Was it intended for this change to stop speed+ enchants from extending the range of the whip spells? Because that was a very cool feature, and I'm pretty sad to see it go. Is there anything to replace speed+ enchants for enhancing the range of whip spells, or are they just locked at their base range no matter what now? |
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Locked at base range now, by design. Increasing range led to game breaking exploits |
Date Modified | Username | Field | Change |
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Apr 28, 2012 8:32 am | Purlox | New Issue | |
Apr 28, 2012 8:56 am | Chris_McElligottPark | Note Added: 0022904 | |
Apr 28, 2012 8:56 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 28, 2012 8:56 am | Chris_McElligottPark | Status | new => feedback |
Apr 28, 2012 2:26 pm | khadgar | Note Added: 0022924 | |
Apr 28, 2012 7:28 pm | Chris_McElligottPark | Internal Weight | => New |
Apr 28, 2012 7:28 pm | Chris_McElligottPark | Note Added: 0022932 | |
Apr 28, 2012 7:28 pm | Chris_McElligottPark | Status | feedback => resolved |
Apr 28, 2012 7:28 pm | Chris_McElligottPark | Resolution | open => fixed |
Apr 28, 2012 7:30 pm | khadgar | Note Added: 0022933 | |
Apr 28, 2012 7:33 pm | Chris_McElligottPark | Note Added: 0022935 | |
May 9, 2012 2:54 am | Armanant | Note Added: 0023830 | |
May 9, 2012 8:04 am | Chris_McElligottPark | Note Added: 0023844 |