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IDProjectCategoryLast Update
0007304Valley 1Suggestion - Balancing IssuesMay 9, 2012 8:04 am
ReporterPurlox Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version1.004 
Summary0007304: Range might be too small now
DescriptionI'm using 1920x1080 monitor and I think no offensive spell can travel away from my screen if stand still and use the move screen towards cursor option, not even Creeping Death.

I can understand how sniping Giant Skeletbots (and Giant Centurion) was a problem, but why lower the range in general? When I fight the fairies, I depand on sniping them a lot, because most of often than not they are high in the air with no nearby place to stand on. You mostly encounter them in caves, so you can make your own platforms, but I have encountered them in places, where I couldn't put platforms between me and them. How should I deal with them if I encounter them in a such place again, when sniping isn't an option? Putting a lot of boxes under me can seem like a good idea, but it would take to make enough of them and any wandering monster could destroy them with their melee attack.

And there are other cases where sniping isn't a bad thing, e.g. in the Meteor mission having such a small range is very risky especialy when Meteors deal so much damage to the player.

Also what point is there in using enchants increasing projectile speed now? They were good for increasing range now, but with the hardcap, all you get is faster spell. This makes it useful only for Creeping Death and maybe if the player can't aim very well. I really can't see any other use of these enchants now.

The long range of spells certainly makes the game easier, but this seems like an overeaction to me. Imo the range of spells should be slightly increased and the hardcap removed, so that there is reason to use enchants increasing projectile speed again. And if still there is some problem with Giant Skeletbots or any other huge bosses getting sniped from long range, then either make them more dangerous at high range (e.g. by giving their projectiles a constant acceleration) or give them resistance to attack fired from long range.
TagsNo tags attached.
Internal WeightNew

Activities

Chris_McElligottPark

Apr 28, 2012 8:56 am

administrator   ~0022904

Open to feedback, but I play at the same resolution as you. I think that having more range than this would be very much detrimental.

khadgar

Apr 28, 2012 2:26 pm

reporter   ~0022924

I also feel that the current range is too short. I am not great at dodging projectiles at close range. In fact, I am horrible at it. I don't have the reflexes needed to stand face to face with an enemy and also dodge his spells. Because of this, I always fought at range, so I had plenty of time to lead my targets and jump or duck accordingly.

But more importantly, the game is a lot less fun to me now. When my spells shot really far, I could fight at close range OR long range. Now I'm stuck to fighting what I consider close range.

A subset of players decided that the way they wanted to engage every single enemy and boss was around corners and out of range. So what? Isn't that a valid tactic?

Chris_McElligottPark

Apr 28, 2012 7:28 pm

administrator   ~0022932

In 1.005 the range got much higher.

In terms of engaging enemies from out of range around corners: no, that's not a valid tactic if the enemy can't hit you. If there's not risk, it's not a game. It's "push button to win" situation, and even if that feels fun at first (hey, I'm good at this!), it's the sort of thing anyone would quickly tire of.

khadgar

Apr 28, 2012 7:30 pm

reporter   ~0022933

1.006 range feels good to me. Whips are shorter than before with +speed, which is good, but the long range spells are a comfortable distance.

Chris_McElligottPark

Apr 28, 2012 7:33 pm

administrator   ~0022935

Excellent! A happy middle ground is what I was going for. People shouldn't feel kneecapped, but at the same time the exploit-level ranges ultimately become damaging to balance which is bad for everyone.

Armanant

May 9, 2012 2:54 am

reporter   ~0023830

I've been away for a while and missed this, so hopefully someone might point me in the right direction. Was it intended for this change to stop speed+ enchants from extending the range of the whip spells? Because that was a very cool feature, and I'm pretty sad to see it go. Is there anything to replace speed+ enchants for enhancing the range of whip spells, or are they just locked at their base range no matter what now?

Chris_McElligottPark

May 9, 2012 8:04 am

administrator   ~0023844

Locked at base range now, by design. Increasing range led to game breaking exploits

Issue History

Date Modified Username Field Change
Apr 28, 2012 8:32 am Purlox New Issue
Apr 28, 2012 8:56 am Chris_McElligottPark Note Added: 0022904
Apr 28, 2012 8:56 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 28, 2012 8:56 am Chris_McElligottPark Status new => feedback
Apr 28, 2012 2:26 pm khadgar Note Added: 0022924
Apr 28, 2012 7:28 pm Chris_McElligottPark Internal Weight => New
Apr 28, 2012 7:28 pm Chris_McElligottPark Note Added: 0022932
Apr 28, 2012 7:28 pm Chris_McElligottPark Status feedback => resolved
Apr 28, 2012 7:28 pm Chris_McElligottPark Resolution open => fixed
Apr 28, 2012 7:30 pm khadgar Note Added: 0022933
Apr 28, 2012 7:33 pm Chris_McElligottPark Note Added: 0022935
May 9, 2012 2:54 am Armanant Note Added: 0023830
May 9, 2012 8:04 am Chris_McElligottPark Note Added: 0023844