View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0007427 | Valley 1 | Suggestion - Spell Ideas | May 1, 2012 8:22 pm | May 2, 2012 8:41 am | |
Reporter | Kregoth | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.006 | ||||
Summary | 0007427: Spell sliding | ||||
Description | this suggestion is more of a change in a certain mechanic that both is confusing, and somewhat exploitative. The mechanic is spell sliding and I think it needs a change or a balance change. Why? 1) Sometimes you can attack a monster without a single worry of getting hit, because its behind a wall and you can make you spell slide just right to hit it several times. 2) It really rather odd to see spells slide across the ground, when it makes more sense for them to ricochet instead. I understand that this mechanic has been around for a while, but I have realized that it really just doesn't make a whole lot of sense, and at times makes killing monster really easy. I know the monsters need this mechanic a bit, but the player really doesn't... maybe in some cases, but rarely. I think it would be a lot more fun to have spells that ricochet instead, and sliding should be about it sticking which would wrap around corners or something for certain spells. The other reason for this is because if there are spells that ricocheted as well as slide/stick then it would help with spell diversity (which is discussed a lot around here). Also we have knockback right? Why isn't there a knocktowards spell, this would really help make melee a lot more viable because you can pull the opponent close enough to use short range spells :) | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
parent of | 0007430 | considering | Tractor spell | |
Not all the children of this issue are yet resolved or closed. |
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In terms of ricochet, I have even more worries about that than spell sliding. Spell sliding is pretty hard to hit enemies with without getting at least somewhat into view of them; ricochet by its very nature is all about hitting things you don't have line of sight to. But you're right that sliding might have to go for player spells, I'm not sure. |
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You've got to be kidding me! Sliding my spells is the only way I am able to hit anything while indoors! i.e. shoot angled at the the floor to ensure I hit the skelebot's legs to slow him down so he won't steamroll me into a corner |
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Yeah, I'm not positive it's a big deal, either. However, I imagine that super-spells should not slide at the very least. |
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Whilst yes there are situations where the player can shoot enemies from safety there are just as many where the enemies can do it. That certain players spell slide is the only reason that enemies getting away with it doesn't annoy me. By all means minimise the number of spells that can do it and make it a bonus of those spells, but it shouldn't be removed entirely. |
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Well the ricochet could have diminishing damage for each bounce or have only a limited amount of times it can bounce. Do to the way the world get generated it would probably a lot less capable of hitting things that can't hit back. Sense most the time it going to bounce away unless it in a small room. But ya spell sliding to me takes a lot of challenge away for me at times, in narrow corridors it proves to be a little overpowered in that it can allow you to hit a monster without it having a chance to retaliate. |
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How about taking the old skelebot guards mechanic, the one that made them invulnerable if they couldn't path to you, and apply it in a different way for some enemies. Make them determine that if they can't reach the player's location, they should at least stop standing still trying. Maybe even have them walk off cliffs they wouldn't normally walk off to try to escape, or jump around a bit while running away. It would make the tactic of shooting from complete safety harder to employ. |
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I think what we more need to focus on is enemies that are somewhat resilient to the sliding (perhaps very tough except for a massive weakspot higher up on their body), plus perhaps some interesting new mechanics for new spells with things like the ricochet. Agreed that trying to redefine what is already here is largely chasing one's tail. Let's do new stuff instead! |
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I agree with you in the chasing the tail metaphor, I just couldn't think of another way to change it. I think having more monsters with location based weak spots is probably best. Perhaps they shouldn't be able to wrap around corners?Instead have it continue moving in the direction the slide was going. |
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Because sliding works in pretty much every direction, so that no matter where you put a weak spot you will be able to slide hit it on occassion, I think the best thing, if not the simplest solution would be to... Make touching a surface set a flag on a projectile. Make enemies that have a visible shield that reflects anything with said flag. said enemies attacks wouldn't be able to slide either. Basically it would put you on an even playing field with the monsters, the visible shield is required so that people can figure out what is going on. |
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I think that a lot of work just to have that.. I don't think that would wrok all that well anyway :( My biggest issue isn't the sliding, it that it slides and moves in the direction it was shot at, thus allowing you to wrap around corners... which is what make it a little OP at times. If it just continued on in the same direction the slide was moving, then it could still be used, but not allow you to wrap around corners (there should be special spells that do that for you instead) |
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As I see it they could probably appropriate much of the code behind skelebots deflecting spells. as noted, I all I want is a level playing field, if enemies can shoot me from behind cover then I should be able to shoot them from behind cover as well. If you want to take it away from enemies as well, then that is a separate argument. |
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I really like the "splashforward" idea. Made a new ticket. http://www.arcengames.com/mantisbt/view.php?id=7430 |
Date Modified | Username | Field | Change |
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May 1, 2012 8:22 pm | Kregoth | New Issue | |
May 1, 2012 8:28 pm | Chris_McElligottPark | Note Added: 0023212 | |
May 1, 2012 8:31 pm | khadgar | Note Added: 0023214 | |
May 1, 2012 8:32 pm | Chris_McElligottPark | Note Added: 0023215 | |
May 1, 2012 8:36 pm | Terraziel | Note Added: 0023216 | |
May 1, 2012 8:37 pm | Kregoth | Note Added: 0023217 | |
May 1, 2012 8:38 pm | khadgar | Note Added: 0023218 | |
May 1, 2012 8:38 pm | Chris_McElligottPark | Note Added: 0023219 | |
May 1, 2012 8:48 pm | Kregoth | Note Added: 0023220 | |
May 1, 2012 8:54 pm | Terraziel | Note Added: 0023221 | |
May 1, 2012 9:00 pm | Kregoth | Note Added: 0023223 | |
May 1, 2012 9:02 pm | Kregoth | Note Edited: 0023223 | |
May 1, 2012 9:06 pm | Terraziel | Note Added: 0023225 | |
May 1, 2012 9:12 pm | martyn_van_buren | Note Added: 0023228 | |
May 1, 2012 9:39 pm | Kregoth | Relationship added | parent of 0007430 |
May 2, 2012 8:41 am | tigersfan | Internal Weight | => Feature Suggestion |
May 2, 2012 8:41 am | tigersfan | Status | new => considering |