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IDProjectCategoryLast Update
0007823Valley 1Suggestion - Balancing IssuesMay 14, 2012 1:32 pm
Reporterquinton Assigned To 
Severityminor 
Status consideringResolutionopen 
Product Version1.018 
Summary0007823: 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.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

BenMiff

May 14, 2012 3:24 am

reporter   ~0024205

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.

Chthonic One

May 14, 2012 4:26 am

reporter   ~0024206

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 :)

Issue History

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