View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0007823 | Valley 1 | Suggestion - Balancing Issues | May 14, 2012 2:03 am | May 14, 2012 1:32 pm | |
Reporter | quinton | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.018 | ||||
Summary | 0007823: need a reason to use more spells | ||||
Description | Having played quite a bit of the game i have found myself falling into a pattern. I always use light powered spells (usually energy orb), unless i run across one of the very few enemies strong to it, then i switch to ball lightning. I feel like the weaknesses of enemies are severaly under used. A exploding elemental (fire) has resistance to fire but not weakness to it's opposing element. The same should go for any enemy that has a resistance, it should have a weakness to its opposing element. Perhaps not a huge amount but something to encourage players to use more than one or 2 spells for the entirety of their gameplay. As it stands i currently have no use for about 80% of the splls in the game, i'd like to see something added so that actually more than one or 2 spells makes sense. As a suggestion: perhaps add debuffs to various spells, water spells make enemies move slower, earth spells cause poison dmg, fire spells do AOE's, etc etc. That alone could provide people with good reason to use many different types of spells in their daily adventuring. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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I'd say debuffs should be tied more to particular spells rather than to entire elements as a whole. Having a clearer element identity for each element might help, although it seems as if that is something likely to come about as more spells become available. The additional weaknesses I would agree with, albeit with a snag - I don't think they should always go off elemental opposition. I'd much rather see a range of weaknesses from enemies resistant to one element, likely based off what the enemy is as well as what elements they resist. (For instance, the Explosion Esper should be vulnerable to Water, but Fire Bats could easily be vulnerable to Air instead (since they're small fliers, and so storms / wind easily effects them.) Additionally, it would be nice to see some vulnerabilities that work differently to just "you do more damage". For instance, if the Explosion Esper was killed by Water, its vulnerability could be that it loses its ability to explode on death. Other monsters could be slowed, or have their attacks lowered, and so on. |
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In your example of fire bats, I wouldn't say air myself. Air magic seems to take the form of lightning, and the bats are not grounded. If anything they would have a resistance to it. Now bats I know hunt in the darkness. Give them a light vulnerability and you're good to go :) |
Date Modified | Username | Field | Change |
---|---|---|---|
May 14, 2012 2:03 am | quinton | New Issue | |
May 14, 2012 3:24 am | BenMiff | Note Added: 0024205 | |
May 14, 2012 4:26 am | Chthonic One | Note Added: 0024206 | |
May 14, 2012 1:32 pm | tigersfan | Internal Weight | => Feature Suggestion |
May 14, 2012 1:32 pm | tigersfan | Status | new => considering |