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IDProjectCategoryLast Update
0008892Valley 1Balance IssueJul 11, 2012 7:11 pm
Reporterjruderman Assigned To 
Status consideringResolutionopen 
Product Version1.200 (Post-Launch Series 2) 
Summary0008892: Underground Freefall missions are too easy
DescriptionInstead of navigating, I put my glyphbearer in the center of the screen and started typing this bug report. She emerged with only a third of her health depleted.

The first tier of freefall missions should be easy, but not *this* easy.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

Pyrrhic

Jul 11, 2012 4:17 am

reporter   ~0026672

Last edited: Jul 11, 2012 4:22 am

How about if enemies were given a speed boost, so that they could keep up with your pace of falling? That way, if you do nothing, you're going to get attacked (probably to death). If this solution is implemented, I figure that the max fall speed should be capped, so that you can't just Stone Legs your way out of enemies' range.

As it stands, I'm pretty sure that (even with a high difficulty) if you have a high-health character with the max health enchant, you can drop straight down the middle of an Underground Freefall without lifting a finger, and you'll survive (provided that you grab the reward and get out quick once you're done, since you'll probably be being chased by a small mob of enemies).

Another solution would be to just increase the amount of damage everything does - but I'm inclined against this, since players may just work around it by playing Freefall missions via pausing all the time (which while very effective, isn't very exciting and fun).
If everything's damage is indeed increased, then maybe in addition, pausing could be disabled in Freefall missions? (If done, a warning to that effect should probably be put in the mission description.)

Moonshine Fox

Jul 11, 2012 10:27 am

reporter   ~0026684

Yeah, I noticed this too when I did this mission type. The first time I did it carefully, but the second time I noticed that even if I hit every single enemy and trap on the way down, I'd likely survive anyway.

I agree, it might need to nerf your deflection (increase damage taken) in these missions to make them actually matter.

BenMiff

Jul 11, 2012 3:10 pm

reporter   ~0026693

I'm iffy about increasing enemy speed (since it's more of a dodging than killing mission), but I'd agree something needs to be done. Damage resistance piercing seems like a good way to do it, though, rather than raw damage increases (since then it tackles the more exploitative end rather than everyone making the exploit more necessary).

wyvern83

Jul 11, 2012 4:42 pm

reporter   ~0026699

While you could afk-drop in some of them, you can't in all of them as some of them have numerous and lengthy spike trap platforms in the way. Perhaps more obstructions should be added to earlier/less obstructed Freefall missions.

However overall I happen to like Freefall missions as they are. I have all of the difficulty increases unlocked and I appreciate that it is a dodging focused mission type rather than a combat one, which I find refreshing so I don't want the final tier of Freefall missions to change in a way that ruins that for me.

Moonshine Fox

Jul 11, 2012 5:05 pm

reporter   ~0026700

I definitely do not want to turn them more combat focused than they already are. I'm only interested in upping damage taken to actually make dodging matter.

Pyrrhic

Jul 11, 2012 5:14 pm

reporter   ~0026701

Agreed, it's more of a dodging than killing mission. Nevermind about increasing enemy speed.

BenMiff, I'm not 100% sure what you meant about exploits & the exploitative end. Are you saying that by increasing damage resistance piercing, people are dissuaded from equipping 'resilient form' enchants, rather than feeling like they /must/ equip a 'resilient form' enchant?

wyvern, true. The underground-freefall missions are the ones where boulders fall; the building-freefall missions are the ones with spike platforms in the way - which is why this suggestion specifically refers to Underground Freefall missions. Agreed, you can't afk to win a Building Freefall mission ^_^;

That said, if damage piercing were increased, I hope that it would be applied to Building-Freefall missions, too. While you can't afk-win those, I still find them rather easy.

Come to think of it - is it possible that Frefall missions aren't properly increasing in damage, as the world/player increase in level?

wyvern83

Jul 11, 2012 5:40 pm

reporter   ~0026703

My bad, I hadn't previously made the connection that there was a distinction between Cave and Building Freefall missions except that some had falling rocks and some had spike platforms. I enjoyed both so I never had a need to pay attention to whether it was one or the other like I do for some of the other missions types where I have a definite preference.

BenMiff

Jul 11, 2012 7:11 pm

reporter   ~0026707

@Pyrrhic: I'm saying that if damage was raised flatly rather than adding a damage resistance piercing then it would result in people feeling they have to use a resilient form enchant; I'd much rather have a damage resistance piercing and if people are dissuaded from resilient form for freefalls so be it.

Issue History

Date Modified Username Field Change
Jul 11, 2012 1:18 am jruderman New Issue
Jul 11, 2012 4:17 am Pyrrhic Note Added: 0026672
Jul 11, 2012 4:22 am Pyrrhic Note Edited: 0026672
Jul 11, 2012 8:03 am tigersfan Internal Weight => Feature Suggestion
Jul 11, 2012 8:03 am tigersfan Status new => considering
Jul 11, 2012 10:27 am Moonshine Fox Note Added: 0026684
Jul 11, 2012 3:10 pm BenMiff Note Added: 0026693
Jul 11, 2012 4:42 pm wyvern83 Note Added: 0026699
Jul 11, 2012 5:05 pm Moonshine Fox Note Added: 0026700
Jul 11, 2012 5:14 pm Pyrrhic Note Added: 0026701
Jul 11, 2012 5:40 pm wyvern83 Note Added: 0026703
Jul 11, 2012 7:11 pm BenMiff Note Added: 0026707
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue