DJ9K -> RE: Boss Difficulty Discussion (9/22/2013 7:59:54)
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@DragonJax - While many of us agree that the difficulty increase is a much welcomed and needed thing, the primary issue is that people who need a difficulty increase are using 3rd tier classes - SW, KAA, Atlean, etc. and are able to utilize it to its fullest. While on the other hand, some people want to play this RPG without being class-locked. Some people enjoy being a Ranger, Ninja, Pirate, and even Paladin or Crazy DeathKnight. And many of them may be free players - and I already know most of these classes cannot win with just half their skills. Once you can breeze through everything, is it fun to defeat a very difficult enemy with your vast knowledge and great strategy? Yes. Is it fun to HAVE to change your favourite class, grab allies that may not be any actual help to you(Let's face it, Robina and Artix aren't going to help at all), just to defeat someone - NO. And since this IS a game, the fun factor is the most important one. I admit, being the high end-game player I am, I can still beat Valtrith in 4-5 moves no problem. I don't consider that fun - it's too easy for me. But when I stop, unequipped my high power gear for sub-par gear, and use Paladin with only its left side skills - I notice how unbearably irritating that boss is. Not even because he's really super difficult, he's just cheap. And like the majority of gamers out there, I don't like getting angry over a game... it defeats the purpose of playing it. - Mana usage is one of the many necessities to add to this game. Yes, there's many people who are gonna call it too easy since it'll make a new static strategy of mana-burning the enemy, but not everyone is going to automatically switch their class to one who can attack mana or defend forever until they run out of mana. And it'll help prevent things like bosses who spam nukes and heals from doing it forever. - We've also thought of bosses having cooldowns to help this, but I still don't see it helping out as much as mana - 4 turns to heal can be too long, while 3 might be too short. The balance in 1 turn in this game is insane sometimes. Sometimes 1 turn can be all you need, and sometimes it doesn't mean a thing. - One that I really liked though are HP locked skills, where they only use specific skills once they're below a certain amount of HP. Sorta like Valtrith with his stun and heal. I notice that once you get him to 3/5 hp, he stops stunning and starts healing instead. The issue is he keeps healing though >.> (Yes, I've never had him heal before I get him below at least 1/2 hp, and never had him stun after getting him below 3/5) - I myself thought up difficulty differences. Such as normal having weaker skills, or not having 1 or 2 skills. Extreme having stronger skills, longer stuns, better heals, and possibly skills normal doesn't have. And of course, return of the melt-face mode where they don't have cool downs on skills and things like that. Things like that, instead of extreme/melt-face just having more damage and hp/mp. The primary discussion of this thread was thinking up ways to help prevent stupidly over power bosses in the future so that free players will have just as much fun fighting them as we all want to have. But to do that, it'd probably make too many of us high-end players have less fun since it'd be even easier. And of course, because of that, too many of them argue their hearts out against these ideas. So, if you all have ideas other than those 4, or ways to make those 4 more balanced, please do speak up and post them. We can only find the medium everyone can agree with if we all talk about this as civilized as possible, and give our thoughts and opinions on everything respectfully, and keep open minds to everything.
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