DJ9K
Member
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While I do agree that the lack of difficulty is almost saddening at times, something being too difficult is just as bad. A game that frustrates the player is a game that is often not played. A medium is a necessity that is lacked. This being one of the reasons I dread the loss of melt-face. Melt-face should be the mode that requires high-end gear, strategy, and build to defeat. Not just extreme. Extreme should be sub-par, moderate level capable with good strategy, and normal the for-all battle. If we could get more ingame notes to visit the forum for strategic help, I wouldn't mind this all. However, I myself didn't get into the forums, or even know we had any until a friend of mine who plays told me about them. - I suppose that might also be a minor issue, the lack of players who get on forums to even know about the better gear, where to get it, and such. SIW is actually quite possible with a 1.3####% chance of defeating him with the right egg move. Without it, it's less than 0.004% though >.< Either way, an impossible boss is not a good thing, unless it's suppose to be impossible. SIW is not suppose to be. - Of course, 10-20 more levels, and he won't be. Or even just Dragon Equipment. But the mana would be game changing. Now, while I do see your point on static strategy, abused methods, and and removal of challenge, and they are good points, than we should see more enemy bosses that have their Bonus increased as well, since I could just use Ascendent and the enemy only have 1 turn where it's not at -50 bonus before getting blinded again. - Even - More - Broken Health triggers are something I am in 100% agreement with. Especially since it could give a boss a feeling of change mid fight. I've had fights in game where I all of a sudden start using other skills my class has because I lost too much HP - So it's like they stop holding back, and it'd limit some aspect. But we'd still need something to prevent mass spamming of some techniques - like a 20% hp heal. Even if that were the only skill that used mana, it'd still be annoying if spammed multiple turns in a row. And you know, if we were to make our Mana-attacking skills have 5+turn cool downs, it could still hinder us to a degree. Boss would still get out his attacks, and it'd take too long to take out mana to be worth static fighting of Holding out until we mana-burn them. But should it come to a situation where the fight lasts 50some turns, we could help reduce that to 30 by taking out the enemies mana every so many turns, or we could out damage their defenses. That would help to solve both the problems, now wouldn't it? Especially if we only hit 300 per mana attack on an enemy with 4k mana.
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