View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0010038 | Valley 2 | Gameplay - Balance Issue | Dec 19, 2012 2:21 pm | Dec 20, 2012 10:27 am | |
Reporter | Gemzo | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 0.704 | ||||
Summary | 0010038: Enemy damage scales up too quickly compared to their health | ||||
Description | At the start of a hero game enemies would probably kill us in 4 hits or so, maybe up to as many as 6 if we picked high HP. However we got quite a bit of HP back per kill compared to the damage they deal. We generally take a lot of hits to kill them or only a few depending on the spell. By turn 40 we 1-2 shot the enemies and they 3-4 shot us. They drop health equivalent to like, a third of a hit. Also, even WITHOUT any of the +40/50/100% damage perks we were dealing those 1-2 hit kills. They just aren't needed, and what IS needed is more HP drops/max HP... <_< These were buffed to make things other than HP perks desirable, but the corresponding enemy scaling buff just makes us want HP three times as badly. As I suggested on the forums, make the damage perks less obscenely powerful and make HP naturally increase with levels rather than perks. Maybe still have some HP perks, but really everyone will always need HP anyway, and it basically still isn't a choice unless we don't NEED more (eg we're already given a significant amount by default). At least with that out of the way we can have interesting perk choices then. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||