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IDProjectCategoryLast Update
0008366Valley 1Suggestion - Balancing IssuesJun 4, 2012 9:01 am
ReporterRetroNutcase Assigned To 
Status consideringResolutionopen 
Product Version1.046 
Summary0008366: Add "Resistance Scaling" as a difficulty modifier?
DescriptionI couldn't help but find myself interested in this idea after the 'Exaggerated Resistances' bug that hit one of the beta builds. While for some it was undesired, and I certainly can understand not making it a mandatory gameplay element, enemies/bosses with heavy resistances that caused them to heal from the wrong element really changed up gameplay for me, and forced a lot more tactical decisions about what spells I used and where. To that extent, it hit me: Why not add a difficulty modifier that changes how resistances work, separate from the main combat difficulty? For example:

-Enemy Resistance Difficulty-
Paper Mache: Enemies have very little resistance vs elements, use whatever spells you feel like!

Stain Resistant: Enemies will take less damage from elements they resist, so plan accordingly! But it's not the end of the world if you don't.

It's Not Very Effective...: Enemies will shrug off attacks based on elements they resist, taking little to no damage. You'll need to keep a good variety of spells onhand to win battles!

Super Absorbant: Enemies have resistances so powerful they will actually be healed by a resistant element! Pay close attention and make sure to keep a variety of spells onhand!
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

BenMiff

Jun 1, 2012 4:08 pm

reporter   ~0025376

...this sounds like something that would tie into stategic difficulty rather than as a seperate difficulty setting, to be honest; I'd like to see it as part of strategic difficulty, though.

Kio

Jun 1, 2012 4:10 pm

reporter   ~0025377

I've thought about this too, in the difficulty options. I like the few enemies that have very high resistance to an element and heal up, but to scale up how many are this highly resistant? I think it should also reduce the bonus dmg for weaknesses (while still keeping it a weakness), but that's just me.

RetroNutcase

Jun 1, 2012 4:12 pm

reporter   ~0025378

Hm, perhaps. Though if that were the case, it could be a bit iffy. If you limit the number of spells a player can make, then punish them by making enemies super absorbant, it could easily lead to a situation where the player is completely stuck because they chose to specialize in only one or two elements.

Perhaps as a feature of combat difficulty? Though I'm still for it being separate so it can be used to further tweak someone's gameplay experience. But it seems we're in agreement on one thing: It COULD make for a more interesting game.

NyQuil

Jun 1, 2012 9:46 pm

reporter   ~0025390

I would have been all for this a beta or two ago, when the resistances were stacking to huge numbers, but now that it is fixed, I'd say that if this is included, it is only at a minimum amount.

If this were implemented, I'd say no difference at default level, increased resistance at higher levels, and increased weakness at lower levels.

Kio

Jun 1, 2012 11:12 pm

reporter   ~0025393

I'm not sure about increased weaknesses at lower levels... Maybe so, but I feel that it could be abused as "I'm going to rush T16 Overlord before I have one building!"... If you have the right spell for its weakness, you could probably kill it without being hit due to increased weaknesses...

NyQuil

Jun 1, 2012 11:26 pm

reporter   ~0025394

I always think of difficulties as a constant, you chose one and use it. Not an abuse certain thing option.

If it was with strategic or a new option, it could be not a huge thing.

If people want a difficulty, they will make a game or join a game that is agreeable to them.

the 225% resistance enemies were very annoying.

lavacamorada

Jun 3, 2012 2:24 pm

reporter   ~0025435

I think I would like this better as an area enchantment (assuming area enchantments eventually see more widespread use) than as a difficulty setting.

Issue History

Date Modified Username Field Change
Jun 1, 2012 4:05 pm RetroNutcase New Issue
Jun 1, 2012 4:08 pm BenMiff Note Added: 0025376
Jun 1, 2012 4:10 pm Kio Note Added: 0025377
Jun 1, 2012 4:12 pm RetroNutcase Note Added: 0025378
Jun 1, 2012 9:46 pm NyQuil Note Added: 0025390
Jun 1, 2012 11:12 pm Kio Note Added: 0025393
Jun 1, 2012 11:26 pm NyQuil Note Added: 0025394
Jun 3, 2012 2:24 pm lavacamorada Note Added: 0025435
Jun 4, 2012 9:01 am tigersfan Internal Weight => Feature Suggestion
Jun 4, 2012 9:01 am tigersfan Status new => considering