Ash -> RE: =DF= Version 14.0.1 (7/29/2015 7:50:36)
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What exactly is the issue with crits being powerful? If there was a problem with the player being too powerful why was it that for so long one class could allow players to go through most of the game with the most ease? Sure Doomknight will be changed at some point but to make a class that is already so powerful and later complain the players are given too much power seems rather silly. And so what if the players have lots of power. In a single player game aren't we meant to be able to beat any enemy we face? What's the point in weakening the player at all? Perhaps I'm completely misunderstanding the issue here but it seems to me the problem doesn't lie with the individual players being given too much power, but with the creator's minds not being made up on whether or not to allow the supposed overpowered players to cruise through the game with ease and/or little to no thinking. I mean, the constant buffs and nerfs on class armors almost makes it difficult to get used to classes. If all consequences are considered when first creating weapons, classes, accessories, and how stats affect gameplay, things would go more smoothly. The issue isn't to weaken the player. The issue was you were CURBSTOMPING everything. That's not a game, that's a cutscene player. Yes that's how some of you want to play but that's not how the game is MEANT to be played. When the player is able to constantly do double damage that means that any sense of ANY strategy is gone. "Push button, get prize, I'm bored". I wasn't around when the decision to make DoomKnight buffed to the point of "lolololol I killz all the things without thinking". If I was it would have been buffed differently, given EFFECTS not just 3x damage modifiers and called "fixed." That was lazy, pure and simple and I'm in no way afraid to toss that out there. That's a totally different topic though. Player power isn't an issue when it's gained over time and not based around one, single, stat. When the only stat any player EVER wants on gear, constantly DEMANDS, and cries if a new piece of gear doesn't have 1 point more of it there's an issue. When one stat is the only stat anyone ever cares about that means your game did something wrong. Period. No stat should ever be "best" for everything beyond End. More health doesn't cause as many issues as damage spike. Without nerfing crit, making everyone have a lower chance and realize that you cannot go higher than this number, it opened to door for people to actually look at other stats after they were buffed and make rational choices. Without that nerf everyone would still be pushing for "lol, Cha? Pft. Forget that even when it is buffed. Guests and pets are lame. Just get X, Y, and Z item because they all have 15 crit and just smack everything once and it'll die." You can't have a "game" when it wasn't designed around the fact that you're critting a lot. quote:
So in my opinion, that crit nerf did not "balance" the game, it made it more frustrating. Players didn't like that monster health was going up every time they leveled up. Did any of you stop and think WHY that health was going up? It was because you were getting more crit every level. By the time level 90 was going to roll around you would have had monsters that had x6 or x8 health that they do now because you would be critting 100% of the time. Would anyone have enjoyed that? You'd be taking longer than now to beat a monster simply to make it a game. Would you then complain even more that even though you can crit all the time you still couldn't 1 shot most monsters? Would it be less frustrating even though you're able to crit every attack when you're taking longer than now to kill a monster? quote:
Say Ash... this is just a question but... Is it possible to introduce a crit modifier stat? something that goes for example from -100 to 100. So if you have a crit modifier of 50 your crits do 2,5 tines damage, modifier of 100 is 3 times damage and modifier of -100 does 1 times damage (same damage as non crit) I'm asking if it's possible with the current engine not asking how much work would that take (probably a lot). There is a modifier in place for that already. It's set at 2. (double damage). Verly was looking at a way to manually adjust that in battle itself but so far it's one of those things that wasn't designed from the start to be accessed outside the engine with a manual change to it directly. The variable is there, just changing it isn't easy to do without changing it for the game as a whole and I don't think anyone wants us lowering the amount a crit does to then give you back your crit rate because it'd end up being like 1.05x damage at 100% crit. quote:
you can think that the crit nerf did not change the battles in itself, but... since the best gear was simply the one with more crit, lots of gear made by the staff were considered worthless because they gave little crit, which is why it was nerfed, so that different builds would also work, instead of biggest crit possible build being the one that rules them all This was part of it, yes. Without lowering the perceived and actual importance of a stat there is no way another stat would be viewed as "useable." Would anyone care if Cha was better if they had the same crit rate as before? quote:
In other games I've played, that kind of crit bonus could only be dependant on the person getting hit, which would make it next to impossible to do using DF's format in the way you intended. Something also to keep in mind is that in other games you most times don't have a way to adjust your chance to crit. Sure games like WoW give certain classes a higher priority for the stat and easy enough ways to get it but those classes are DESIGNED with that in mind and most other classes can't just stack crit. That's the problem with DF. You should never have had the option to dictate personally the amount of crit chance you have from the start. The premise it was created as is flawed and I don't agree with the idea behind it because it was a silly one that didn't even hold true from the start. If a game is designed with crits in mind the game can work because it's designed that way. When you shoehorn it in, like Crit is in DF, it created other issues like player dependance and lack of any sort of mitigating ability that prevents players from getting addicted to it with no way to change unless forcibly weaned off of it. Yes, I'm weaning you all off of the stat in the easiest way possible. I shouldn't have had to though because you should realize that it's damaging to a game the way the stat was handled for many reasons, not just "nooo I'm not powerful now. :(". Power comes in all sorts of ways and I honestly hope people can start looking at other builds and what they can offer instead of still constantly going, "How can I get the most crit possible."
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