View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0007328 | Valley 1 | Suggestion - Balancing Issues | Apr 29, 2012 2:56 am | May 3, 2012 3:36 am | |
Reporter | VampStrike | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.006 | ||||
Summary | 0007328: Enemy Health Multiplier for Multiplayer, Too Much? | ||||
Description | I wasn't 100% sure if this was a balance issue or multiplayer suggestion. But here it is. I believe that the health multiplier for multiplayer gameplay is a fair bit too high. As I find that the enemies having such high hp just makes fighting them more of a time consuming chore. I think this should be balanced/tweaked to make it not necessarily easier, but not just take so damn long to fight things. I was thinking that lower the health multiplier, but giving them a damage bonus would be sufficient, as the damage they deal would cause a more tactical approach rather than "Blast it for a few minutes till it dies" Possibly something like +50% health and +15% damage per extra player in the chunk. Example 1 of a boss monster: Base stats on single player: Health: 2000 Damage: 100 (Whatever shape or form.) Current Stats with 6 players: Health: 12000 <-(See what I mean?) Damage: 100 Suggested stats with 6 players: (+50%HP, +15% DMG/Player) Health: 7000 (Base 2000 + 1000x5(50% For each of the 5 extras) Damage: 175 (Base 100 + 15x5(15% For each of the 5 extras) I believe that in doing this, it will make battles shorter, but more dangerous at the same time. Therefore not making it too easy, but shortening how long you have to spam your spells for. This will cause less boredom from repetition in multiplayer and the increased damage will make player be more careful rather than just "Stand and Deliver for a bit" Thank you for your consideration of the topic. Regards, VampStrike | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
|
Sounds fair, that way bringing in multiple players has a clear effect instead of simply demanding the same effort from everyone. |
|
Ya know, that might work... Glass cannons would hate life, but they're already living on borrowed time... |
|
Then some teamwork spells should be added as well, giving players a bit of variety in their actions. (Shields, buffs etc...) |
|
Glass cannons: just don't get hit? but yeah, you guys are right. |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 29, 2012 2:56 am | VampStrike | New Issue | |
Apr 29, 2012 3:03 am | KDR_11k | Note Added: 0022983 | |
Apr 29, 2012 5:19 am | GUDare | Note Added: 0022985 | |
Apr 30, 2012 12:19 pm | tigersfan | Internal Weight | => Feature Suggestion |
Apr 30, 2012 12:19 pm | tigersfan | Status | new => considering |
Apr 30, 2012 6:17 pm | Skarlath | Note Added: 0023103 | |
May 3, 2012 3:36 am | VampStrike | Note Added: 0023338 |