View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010099 | Valley 2 | Gameplay - Balance Issue | Dec 21, 2012 2:33 pm | Jan 4, 2013 1:53 pm | |
Reporter | Bluddy | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 0.706 | ||||
Summary | 0010099: No reason to change classes | ||||
Description | As a fire mage, I've been obliterating everything. I've found no reason to switch to any other class. Now that you have access to many mage classes (as opposed to AVWW1), it'd be really cool if there were some creatures you couldn't beat (or which would be really really hard to beat) for a specific class, but I haven't found such a reason in the game. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Well, I'm going to nerf that class here pretty soon. :) Plus, when you get to a new tier, that class is no longer a choice. |
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My suggestion: increase cooldown on crescent type spells by 100%. Just slow enough that it can't function as an impenetrable bullet-destroying wall, but still quite effective in what it is good for, namely hitting enemies who shoot a lot of spells at you, since it won't be stopped by a large amount of projectiles. IMO. |
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One suggestion about "forcing" variety is if evil outposts gave monsters (in addition to current effects) damage resistance against a number of the Mage classes at each tier within say 5 tiles (or something else just a larger radius than its current buffing but not replacing that buffing in addition to it). If done the classes being resisted ought be shown in strategic view over tiles so you can change before going in. Though as we get more monsters certain attack types might gain more uses. Edit: not a huge fan of blanket Mage resistances unless we could tell from the strategic view if we were going to face that. I wouldn't be opposed to enemies having resistance to spell types though. Homing, straight shot, rocket etc. Double Edit: After lots more playtime I've run into situations with literally half a dozen evil towers next to each other. -if- a situation was brought in where they gave monsters class resistances, they shouldn't stack (aka, only one tower affects a zone, but it might require clearing multiple to cleanse a zone of resistances). Alternatively, you could simply give resistances to monsters based on the tile you're in. Shallows having resistance to the water class. Grasslands to the forestial class. Tundra to the ice class. Etc. |
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That last edit sounds the best. Would balance cookie-cutter mage types rather well. Those resistances were something to be expected in AVWW1, and it wouldn't make sense to use fire in a lava area to beat burning enemies that are used to the fires around them. In that case, weaknesses would be good too. Maybe just 1.2x dmg or so for the right type, but not have the game tell you what they are and let you figure out which areas are weak to which mage types, so you come to learn as you play "hey, if i play an air mage in the ocean shallows, my lightning attacks are more powerful!" and so you switch from your cookie cutter to a specific mage type for a specific field to get that bonus damage it doesn't tell you. |
Date Modified | Username | Field | Change |
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Dec 21, 2012 2:33 pm | Bluddy | New Issue | |
Dec 21, 2012 3:03 pm | tigersfan | Note Added: 0029241 | |
Dec 21, 2012 3:03 pm | tigersfan | Internal Weight | => Feature Suggestion |
Dec 21, 2012 3:03 pm | tigersfan | Status | new => considering |
Dec 21, 2012 3:07 pm | khadgar | Note Added: 0029245 | |
Dec 21, 2012 3:56 pm | madcow | Note Added: 0029250 | |
Dec 21, 2012 4:07 pm | madcow | Note Edited: 0029250 | |
Dec 25, 2012 11:29 pm | madcow | Note Edited: 0029250 | |
Jan 4, 2013 1:53 pm | Kio | Note Added: 0029530 |