View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0008918 | Valley 1 | Suggestion - Balancing Issues | Jul 13, 2012 3:10 am | Jul 20, 2012 6:35 pm | |
Reporter | Misery | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.200 (Post-Launch Series 2) | ||||
Summary | 0008918: Reduce Clockwork Probe's fire rate | ||||
Description | This one isnt too bad on lower difficulties, but on MH and particularly TCO, this thing fires SO fast that it can often be actually impossible to get close enough to fire at it without getting hit, forcing use of a shield EVERY time. The bolts are nigh-impossible to dodge half the time as it is due to the extremely wide sine-wave.... but combine that with the super-high fire rate, and if it's in a narrow area or building of any sort.... these are nearly unkillable without a shield. And if I *have* to use a shield to kill something, it really seems cheap. But I cant get close enough otherwise to hit with anything. Part of it is the bit where I'm forced to use the targeting system to aim, but even without that, most of my spells simply dont travel far enough to hit these guys, or they might be in a rather short tunnel, so I cant move far away from them and still hit, and dodge their attack that way. The sine wave is too fast in terms of it's wavering for running by it at the right time to be feasible (and in narrow passages, this is often impossible ANYWAY). Since shields seem WAY overpowered right now I prefer to try to go without them as much as possible, so that's why I noticed this one as being a bit of an issue. I dont think this needs too much change, just a small tweak would work to balance these guys out a bit better. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
|
(TL;DR: Dunno, but you're probably right!) I was tempted to oppose this until it sunk in that you're playing on (much) harder difficulties than I'm used to. I find the default difficulties and one notch above that plenty challenging for my tastes most of the time. Having not experienced this issue, I would be inclined to say that perhaps a change of tactics, enchants, and spells (high projectile speed/lifetime for range?) is in order--by playing on the hardest difficulty in an Arcen game, you ARE technically begging to get your head handed to you. :) However, I'm also a firm believer that there's a world of difference between "nigh insurmountable" and "impossible without divine intervention". I am strongly inclined to support having this looked at, since those who routinely play on the hardest difficulty aren't usually prone to needless complaint! |
|
I didnt phrase it quite right in the report there, but the main problem comes when these guys are in buildings, particularly in basement / attic / evil rooms. They'll be in a narrow, short-ish corridor, firing like crazy, and the only way to get into position to attack them half the time is to just dive right into the maelstrom. At lower difficulties, it's possible to deal with this and have a decent chance at avoiding the shots.... at higher ones, not only do they fire real fast, but the actual shots spring back and forth at a rather silly rate. Their attack isnt TOO bad when you're outside, but indoors.... it's a problem. You CAN use Decoy Fireworks to divert their attention a bit, but those are hard to come by and it's annoying dropping one every time you run into these. Summoned Tornadoes can block their shots, but they get a little strange (and sometimes glitch themselves to death) in overly narrow corridors (and this wont work in vertical areas anyway). |
|
Yeah, I can certainly see how that could be very problematic. :) Like I said, I can totally see where you're coming from on this. Just because I'm a squishy wimp and play on Adept doesn't mean you brave folks on TCO should be curb stomped for daring to take the challenge, lol. Definitely ought to be looked at. For a while I was having issues with the giant Green Amoeba bosses until I realized it was just a tactical error on my part, but for a simple everyday enemy encounter, having your teeth kicked down your throat isn't really in order even for TCO I would think! |
|
How about an overall change on TCO, lowering enemies' firing rate to the one just above it, but increasing damage output (aiming to keep the TCO DPS* the same as it is now)? *TCO DPS: the "damage per second" produced by enemies on the hardest difficulty level, called "The Chosen One". |
|
another thing that needs to be fixed with the clockwork probes is their range of sight. given the range of their attack, the line of sight is so long that it's almost comical. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jul 13, 2012 3:10 am | Misery | New Issue | |
Jul 13, 2012 8:36 am | tigersfan | Internal Weight | => Feature Suggestion |
Jul 13, 2012 8:36 am | tigersfan | Status | new => considering |
Jul 15, 2012 9:05 am | doubtful | Note Added: 0026764 | |
Jul 15, 2012 9:19 am | Misery | Note Added: 0026765 | |
Jul 15, 2012 9:28 am | doubtful | Note Added: 0026766 | |
Jul 15, 2012 4:39 pm | Pyrrhic | Note Added: 0026767 | |
Jul 20, 2012 6:35 pm | Leafy Greens | Note Added: 0026990 |