Sapphire -> RE: Soft damage cap per hit issue (12/19/2021 12:19:38)
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The game's become to a point that staff doesn't care too much about how stuff interacts with normal monsters. You can look at a normal monster and have it die. Who cares. One round wins (backlash stacks) or 10 round wins (some defensive variant that's pointless to use) ..it's all the same. The focus is on boss mechanics it seems, to make the last battle of quests tougher, especially with the save mode on where you last ended up in a quest. To me, there's no reason to have some sort of global code add-on based on log in, server time, etc simply for multi hit attacks/spells. It should just be something either added to the multi hit spells, or the boss monster mechanics. You're suggesting to "fix soft damage per hit" isn't a fix. It's going back on a design mechanic staff is trying, on purpose, to make sure bosses arn't also a total cakewalk like normal monsters. Now you're suggesting to allow the cap to disappear, then allow monster heal, before pet attack? Why not just KEEP a cap and get the same result? Are you trying to get the monster to 0 HP, thus disallowing a heal? If that's the case, players would just nuke and win, and no heal. I feel like this idea is literally not only trying to fix a problem that doesn't exist, but the fix is designed to help the player in a situation where the DESIGN is SUPPOSED to make the battle more difficult. You're undoing a mechanic that's there on purpose, and serves a purpose. I think not only is the idea completely unnecessary, it seems like you're not understanding why the mechanic is there. Cray just finished saying the multi hit spells like fireball z and the old versions of the classic Z spells that were just destroyed revamped was considered a problem. Why? They're trying to keep bosses being difficult...and players are finding ways around that. I already listed 2 solutions to what staff perceive as an issue. 1. There can be a clawback effect on damage caps (some) where the more hits that land, the lower the damage becomes. For example, for fireball z..if the damage cap is 200..after 5 hits it drops to 100, after 5 more hits it drops to 50. A progressive cap. It's like after so many hits the monster begins learning and can start reducing the damage. Also, you could do this with accuracy. More hits later, monster blocking increases. That's another way. 2. Front load spell damage in the first few hits. Maybe on fireball Z, 75% of the damage is on the first 5 hits, the next 5 is 15%, the last 5 is only 10% of the damage. For the classic z token spells with 10 hits, you could front load 75% of the damage on the first 4 hits. 15% on hits 5-7, and 10% on hits 8-10. There would need to be a "balance standard" implemented that any attack/spell that had more than X number of hits, this reduced cascading effect needs to take place. My thought are probably in the 5-6 range. So instead of going in the opposite direction unnecessarily to what Cray mentioned (your idea), I think something closer to what I've stated would be better and keep bosses difficult (and fun)
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