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IDProjectCategoryLast Update
0008996Valley 1Suggestion - Balancing IssuesJul 23, 2012 8:24 pm
ReporterMisery Assigned To 
Status consideringResolutionopen 
Product Version1.203 
Summary0008996: Lower base health of slimes
DescriptionThe included screenshot sorta shows what brought this suggestion on.

I know that Slimes are mostly meant to just be avoided, rather than fought.... they're essentially just turrets that constantly fire stuff at you.

The problem though, is that at times, they can create a literally unwinnable situation. The situation in that screenshot.... I'm 5 levels down into that cave, trying to get the Ingot unlock for that area type (abandoned town). The room I need is literally one door away..... but the game spawned a completely unwinnable battle in this boss room. Aside from the fact that the accursed fairies spam their stupid seekers,AND the fact of being low enough in the cave system for it to become a fire zone, there's simply too many slimes, and they're too strong; this might theoretically be winnable if I could slowly knock some of the slimes out, but they're basically invincible; they have so much health and take so little damage (and always absorb some elements) and fire so fast that there's nothing that works on them. Not to mention, they have that high rate of fire, so they're always spraying shots, but every background attack in the game requires that you get pretty close to the thing you're firing at (usually melee range), and in this situation.... do that even once, and this is pretty much over.

It's not the first time I've seen unbeatable fights created by slimes; it doesnt happen THAT often, but it'd be much less likely if they had a little less health, so the player could knock a few of them out if need be to deal with the actual boss. I dont think it needs to be a very big change from what it is currently... these enemies are fine in most aspects, but still, a bit too much health.
TagsNo tags attached.
Internal WeightFeature Suggestion

Relationships

related to 0006928 closedChris_McElligottPark Shadow bats do too much damage and have too much HP 

Activities

Misery

Jul 20, 2012 12:38 am

reporter  

Matthew Carras

Jul 20, 2012 4:34 am

reporter   ~0026962

Last edited: Jul 20, 2012 4:36 am

I had the same problem with trying to unlock the exact same thing, Ignots, except for me it was Shadow Bats which dealt 0000034:0000040 damage (after damage reduction) per SECOND, a boss battle in a cave that was way too small to kite them.

In my opinion, I don't think the game should ever create an unwinnable situation, even if the monster levels are suppose to increase the deeper you go. There should always be some way to kite and use *skill* to beat these challenges.

Also see 0006928 which I say is related to this problem.

Note: This is all on the default difficulty. Those that feel that these changes would make things too easy are welcome to increase the difficulty, as that's what it's there for, right? We shouldn't get these unwinnable situations on default difficulty.

Blahness

Jul 20, 2012 2:58 pm

reporter   ~0026985

Unwinnable situations are part of the level design as it is now. Have you tried beating an overlord 15, or even 5, levels above you?

In order to make no situation unwinnable, caves would literally have to get sparser the deeper you went. By cave level 100, you'd be fighting a single esper or bat in any given room.

Misery

Jul 20, 2012 7:14 pm

reporter   ~0026993

Oh yeah, I know what you mean by that.

But that shouldnt really happen in caves until MANY levels down. Oh sure, it's gonna get really difficult as you go further and further, but...

Part of the problem here, was that there was literally no dodging any of those projectiles. If it has still been TECHNICALLY possible to dodge them, even if it was absurdly difficult, I probably wouldnt have mentioned it. But 80 bazillion slime bullets of various sorts combined with the unending fairies.... yeah. And of course, shields dont work very well against attacks from high level foes.

One other reason I brought it up though, is that Slimes can cause this very problem even in normal boss rooms (AKA, boss rooms that are at the normal level for the world). Again, doesnt happen often, but when it DOES.... they take so many hits to kill that it's impractical to really try to take some down to thin out the crowd.

theqmann

Jul 23, 2012 8:24 pm

reporter   ~0027079

seems like an easy fix would be to make slimes not spawn in boss rooms?

Issue History

Date Modified Username Field Change
Jul 20, 2012 12:38 am Misery New Issue
Jul 20, 2012 12:38 am Misery File Added: Screenshot_2012_07_19_23_26_52.png
Jul 20, 2012 4:34 am Matthew Carras Note Added: 0026962
Jul 20, 2012 4:34 am Matthew Carras Relationship added related to 0006928
Jul 20, 2012 4:35 am Matthew Carras Note Edited: 0026962
Jul 20, 2012 4:36 am Matthew Carras Note Edited: 0026962
Jul 20, 2012 10:02 am tigersfan Internal Weight => Feature Suggestion
Jul 20, 2012 10:02 am tigersfan Status new => considering
Jul 20, 2012 2:58 pm Blahness Note Added: 0026985
Jul 20, 2012 7:14 pm Misery Note Added: 0026993
Jul 23, 2012 8:24 pm theqmann Note Added: 0027079