big E
Member
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@ruleandrew: That's exactly what I wanted to avoid. Even if you're doing everything right, if there is a maximum number of attempts, you have a finite chance of being just that bit unlucky. Purple Rain's selling point is its reliability - you can comfortably burn all your HP/MP for whatever strategic use, knowing for sure (with enough SP) that you'll get it back. Would you do it if there was a small chance it wouldn't work? Hence why a level lock is needed - the alternative would make the spell so much less attractive. @rayimika: Calm down, don't leave us, and please, use punctuation. Sure, there's plenty of room in-game for creative game mechanics. Except in this case it's more of a loophole abuse than a creative mechanic, since the level 10 spell is the best option to use no matter what your level. Meaning the higher versions are clearly underpowered. I agree with you on the "making game difficult for higher levels" part - sure, it gets annoying at times, but if it was harder at low levels instead, no one would join, right? ;) But a case like here where a level 10 item is clearly better in every way than a higher level item no matter what the player's level? Clearly a balance issue.
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