View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008892 | Valley 1 | Balance Issue | Jul 11, 2012 1:18 am | Jul 11, 2012 7:11 pm | |
Reporter | jruderman | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.200 (Post-Launch Series 2) | ||||
Summary | 0008892: Underground Freefall missions are too easy | ||||
Description | Instead of navigating, I put my glyphbearer in the center of the screen and started typing this bug report. She emerged with only a third of her health depleted. The first tier of freefall missions should be easy, but not *this* easy. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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How about if enemies were given a speed boost, so that they could keep up with your pace of falling? That way, if you do nothing, you're going to get attacked (probably to death). If this solution is implemented, I figure that the max fall speed should be capped, so that you can't just Stone Legs your way out of enemies' range. As it stands, I'm pretty sure that (even with a high difficulty) if you have a high-health character with the max health enchant, you can drop straight down the middle of an Underground Freefall without lifting a finger, and you'll survive (provided that you grab the reward and get out quick once you're done, since you'll probably be being chased by a small mob of enemies). Another solution would be to just increase the amount of damage everything does - but I'm inclined against this, since players may just work around it by playing Freefall missions via pausing all the time (which while very effective, isn't very exciting and fun). If everything's damage is indeed increased, then maybe in addition, pausing could be disabled in Freefall missions? (If done, a warning to that effect should probably be put in the mission description.) |
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Yeah, I noticed this too when I did this mission type. The first time I did it carefully, but the second time I noticed that even if I hit every single enemy and trap on the way down, I'd likely survive anyway. I agree, it might need to nerf your deflection (increase damage taken) in these missions to make them actually matter. |
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I'm iffy about increasing enemy speed (since it's more of a dodging than killing mission), but I'd agree something needs to be done. Damage resistance piercing seems like a good way to do it, though, rather than raw damage increases (since then it tackles the more exploitative end rather than everyone making the exploit more necessary). |
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While you could afk-drop in some of them, you can't in all of them as some of them have numerous and lengthy spike trap platforms in the way. Perhaps more obstructions should be added to earlier/less obstructed Freefall missions. However overall I happen to like Freefall missions as they are. I have all of the difficulty increases unlocked and I appreciate that it is a dodging focused mission type rather than a combat one, which I find refreshing so I don't want the final tier of Freefall missions to change in a way that ruins that for me. |
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I definitely do not want to turn them more combat focused than they already are. I'm only interested in upping damage taken to actually make dodging matter. |
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Agreed, it's more of a dodging than killing mission. Nevermind about increasing enemy speed. BenMiff, I'm not 100% sure what you meant about exploits & the exploitative end. Are you saying that by increasing damage resistance piercing, people are dissuaded from equipping 'resilient form' enchants, rather than feeling like they /must/ equip a 'resilient form' enchant? wyvern, true. The underground-freefall missions are the ones where boulders fall; the building-freefall missions are the ones with spike platforms in the way - which is why this suggestion specifically refers to Underground Freefall missions. Agreed, you can't afk to win a Building Freefall mission ^_^; That said, if damage piercing were increased, I hope that it would be applied to Building-Freefall missions, too. While you can't afk-win those, I still find them rather easy. Come to think of it - is it possible that Frefall missions aren't properly increasing in damage, as the world/player increase in level? |
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My bad, I hadn't previously made the connection that there was a distinction between Cave and Building Freefall missions except that some had falling rocks and some had spike platforms. I enjoyed both so I never had a need to pay attention to whether it was one or the other like I do for some of the other missions types where I have a definite preference. |
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@Pyrrhic: I'm saying that if damage was raised flatly rather than adding a damage resistance piercing then it would result in people feeling they have to use a resilient form enchant; I'd much rather have a damage resistance piercing and if people are dissuaded from resilient form for freefalls so be it. |
Date Modified | Username | Field | Change |
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Jul 11, 2012 1:18 am | jruderman | New Issue | |
Jul 11, 2012 4:17 am | Pyrrhic | Note Added: 0026672 | |
Jul 11, 2012 4:22 am | Pyrrhic | Note Edited: 0026672 | |
Jul 11, 2012 8:03 am | tigersfan | Internal Weight | => Feature Suggestion |
Jul 11, 2012 8:03 am | tigersfan | Status | new => considering |
Jul 11, 2012 10:27 am | Moonshine Fox | Note Added: 0026684 | |
Jul 11, 2012 3:10 pm | BenMiff | Note Added: 0026693 | |
Jul 11, 2012 4:42 pm | wyvern83 | Note Added: 0026699 | |
Jul 11, 2012 5:05 pm | Moonshine Fox | Note Added: 0026700 | |
Jul 11, 2012 5:14 pm | Pyrrhic | Note Added: 0026701 | |
Jul 11, 2012 5:40 pm | wyvern83 | Note Added: 0026703 | |
Jul 11, 2012 7:11 pm | BenMiff | Note Added: 0026707 | |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |