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9/22/2013 3:21:18   
Warmonger DragonJax
Creative!


The only thing I want is the bosses and PvP characters to use mana and they shouldn't spam their mega attacks or heal or shields way too often but I am not exactly complaining they are tough because I defeat them like many other people! It just looks unfair for some people (Mostly free players) and is called tough because of the length of battle but that is why you get perks and boosts which makes the game easier but they don't come for free.Another is people want to defeat bosses and enemies with pure highly damaging offence moves and finish it fast,lack of a sound strategy is what is the problem so complaining is not very correct on their part !

_____________________________

Post #: 76
9/22/2013 7:59:54   
DJ9K
Member

@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.
Post #: 77
9/22/2013 8:31:39   
Warmonger DragonJax
Creative!


@DJ9K:I agree with you about somethings like some classes being tediously long to use to beat battles making it time consuming but fun in a accomplisment sort of way,but isn't super strong armour for people who have less time on their hands(eg:me)so they use it to farm fast and finish quest fast in set time limit of theirs.Yes I would get furious with bosses who spam their nukes if I use the ranger,paladin,ect classes to battle.Problem is the spamming more than anything else , even health can be handled ! A boss is never easy because they are the final challenge needed to be overcome so nobody can complain that the boss is too tough unless it is superbuffed because each boss has his or her fighting style making different battles different in easiness levels ! Nothing more than the 4 is needed to de-buff 'excessively strong/Spammer' bosses !
Post #: 78
9/22/2013 10:09:13   
kamikampi
Member

As no one have said it already, we already have at least 1 monster that uses mana for it skill.
I redid some old areas and noticed how the mix fairies DO use mana for their full heal spell.
I don't really see any wrong with that skill so maybe it would be possible to reuse it.
AQ DF MQ AQW Epic  Post #: 79
9/22/2013 10:39:31   
Warmonger DragonJax
Creative!


@Kami:We know that and its the only monster what we wanted to say is that every monster should use mana not only minx
Post #: 80
9/22/2013 11:19:17   
dragon_monster
Member

^They do have mana bar they should use it.
AQ DF MQ  Post #: 81
9/22/2013 12:28:04   
cenarius345
Member

DJ9k - You seem to be ignoring several points. It's been stated multiple times, including by an AK, Faerdin, that getting DF's AI to use mana properly and in an intelligent manner is not currently feasible, and Verlyrus, who I believe is the one actually making these changes, has also stated that he's not interested in giving monster skills a manacost. Continuing on this point just because you personally think it is "necessary" is not doing any good. As for the difficulty differences, that falls into a similar category of "Sounds nice, not reasonable". To do what you're suggesting there, they'd have to code every boss two or even three times, once for each difficulty, as they'd have to rewrite the triggers for their abilities.

You did, however, hit the main problem on the nose with your first few lines:

quote:

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.


As I mentioned in my last post, almost none of the class armors currently in the game are properly balanced for Book 3. While I'm aware that that will also take a great deal of work, it is also perhaps the single best way to overcome the present difficulties. The only concern that I can see on that note is that older content may then become too easy - however, as others have stated, it often already was to begin with.

I approve of Ver's idea about the HP locked abilities, and I'm certain he'll come up with plenty of other awesome concepts as well.


Edit: Sorry, turns out it was Ash that said this, not Fae. Didn't mean to throw you under the bus, man. Either way, the point holds true.

< Message edited by cenarius345 -- 9/22/2013 12:46:50 >


_____________________________

"It's said that love is the most powerful force in the universe.
I am attempting to harness that power to create weapons of mass destruction."
AQ DF  Post #: 82
9/22/2013 12:30:41   
Sentimental Melody
Member

Hey, I had another idea to prevent special-spamming back on page two, but no one seemed to care since it didn't even get shot down. xP

The spamming is the thing I see as most irritating, both to free players and non doom-knights alike.
DF  Post #: 83
9/22/2013 12:35:31   
cenarius345
Member

Melody - I think we all assumed that Ver saw it and scribbled it down somewhere. It's a good idea, if it can be made to work correctly. I do like the idea of having a boss that has several different abilities (or perhaps even multiple elements?) that he switches between randomly. Seems like that'd be a really unique and interesting battle.
AQ DF  Post #: 84
9/22/2013 12:46:33   
The ErosionSeeker
*insert cheesy pun here*


quote:

As no one have said it already, we already have at least 1 monster that uses mana for it skill.
I redid some old areas and noticed how the mix fairies DO use mana for their full heal spell.
I don't really see any wrong with that skill so maybe it would be possible to reuse it.


Actually, now we have reason to ignore Minx Fairies.

In their original state, they would consume 1 mp (half their mana bar) to do a full heal.
Now with scaling, they get upwards of 300 mp, while still using the laughably small 1 mp to fully heal.

One issue that exists with mp-using monsters is that mp is fixed cost. As long as there is a skill that consumes mp, it will either be overpowered at high levels (due to minimal cost), or be completely unused at low levels (actually, that's not so bad).

The other issue being brought up is people stalling until enemies run out of mp.
Right now, we have two reasons why that can be avoided:
*People will not always want to spend half an hour burning an enemy's mp down
*Monsters are given the ability to slowly regen mp

I'm not at all against this. It means that even though it's possible to grind down every boss to the point where it has no mp to battle, that will always be a last resort solution.


Also, what opinion is there about making some of the older classes become full NDA?
I mean, it's been done several times with Dragon Rider (previously claimed to be DA-only with the exception of the Exodius fight), is there anybody directly opposing NDAs from using say, everything up to and before DragonSlayer?
Like yeah, Necro is good, but it's not on the same tier as say, SW.

IIRC, when DF started doing Pirate Class, AQ started letting all players gain access to the full skill trees?
DF AQW  Post #: 85
9/22/2013 12:55:01   
Sentimental Melody
Member

Oh, okay. I was worried I was getting too technical about it. ^^; And it shouldn't be too hard to implement. I am a CS person myself, and though I can't guarantee it since I'm not as familiar with Flash and web stuffs, I'm pretty sure all you'd need is a few extra counters, one for each special skill. That's peanuts compared to the art and implementation of the skills themselves.

It would take slightly longer since you'd need to generate a new random number for each skill, and you'd have to choose which specials "dominate" others, ie are checked first and can preempt later ones. Unless you allowed combo-specials where more than one was at play in a single attack. But that would entail rewriting the skills to be compatible with one another, and besides, can you visualize Jaysun stunning you and putting the dread on you so he can nuke you and shield heal in the next turn while you're helpless? It would be highly unlikely madness. o___o

Of course, I like the idea of a total rebalance of classes like you said, but that I'm sure would be a back-burner thing and take however long. xP

Edit: Oooh, there's an interesting idea. I'd be for letting free players use all of pirate/ninja/ranger and such. That would help them out a lot, and it's not like there aren't plenty of other da-only stuffs to make an upgrade still very appealing. :3

Also, you can avoid that mana question you mentioned by making mana costs on scaled monsters be a percentage of their mana bar instead of fixed. But I'm not sure that it might not cause more problems. xP Also, I thought that during a potion-quest thing I once saw a Minx fairy do her full heal forr 10MP instead.

< Message edited by Sentimental Melody -- 9/22/2013 13:02:26 >
DF  Post #: 86
9/22/2013 13:01:04   
cenarius345
Member

You've actually got my mind spinning now, actually. I'm envisioning some sort of Wild Magic boss that shapeshifts from Fire Elemental to Water/Earth/etc, with different abilities based on the form he assumes, and switching between them randomly. You'd really have to pay attention and plan out how to deal with each "phase" of the boss, from switching weapons to bursting during a tanky Earth phase and defending during a high-damage Fire phase, etc.

But maybe I'm running a bit too far with that idea.
AQ DF  Post #: 87
9/22/2013 13:12:48   
Sentimental Melody
Member

Haha, I'm not sure whether that's exciting or terrifying. I guess it wouldn't be too hard to make; you'd just have to code several bosses for the overall one and have each one have a special shift skill that randomly chooses a new state. Maybe like Hydra it'd give you one turn of notice before switching. It'd be more coding work, but not more difficult to do, at least.

The real challenge would probably be making sure all the forms all fairly balanced relative to one another. But maybe we should stop now because we are giving them ideas for some mega-nightmare boss getting off topic. We don't need to make harder bosses when some players are having enough trouble as is! xP
DF  Post #: 88
9/22/2013 13:34:00   
Faerdin
Rune Knight


Cooldowns, health-triggers, limited use of Mana, and your idea could all be wonderful solutions to the issue of Boss Monsters spamming their Skills. It would be interesting if different Boss Fights operated on different mixes of these systems in order to make the Boss Monsters less predictable. One Boss Monster could use Mana and therefore be susceptible to Mana-damaging attacks while another operates under Sentimental's system and requires a flexible strategy in order to react to the random Skill choices. :)

@DJ9K: I personally feel that people should have to change their Class every so often. The game currently operates in a way where anyone can really be anything they want to be, and it should force you to take advantage of that to help overcome the problem of some Classes never being used in favor of ones like SoulWeaver or the Atealan Classes. There simply is not enough strategic thinking required in using a single Class. In the end, this is also why Mana usage is not ideal as a usable system for all Boss Monsters.

_____________________________

AQ DF MQ AQW Epic  Post #: 89
9/22/2013 14:06:07   
DJ9K
Member

@cenarius345 - When did I ever say I personally think Mana use is necessary? Just because I argue a point does not make it personal to me. - That could be taken as very disrespectful to others and cause people to get upset... And it does not help argue any points or help people come to a conclusion on something.
Also, to every argument that everyone has given,there have been more reasons to show that mana-cost would be the better choice. It would, even though may be only temporary, solve every single issue that has been brought up to a degree.
We have been talkin' about how the classes need an update, and I'm sure all the class discussions we've seen on the forums as of late are there for just that. But that takes a very long time to do, a lot of work, and a lot of tweaking afterward. We've already had cases, many many cases of mana using enemies that have vanished since the new versions came out. I'm more than sure they can do it again without any actual issues.
Lastly, the arguments on why mana-cost would be bad, have all boiled down to the same 2 argument, which is less than half the amounts that would be good about it. Even when it's an AK arguing it.

@Melody: I forget where I heard that before, about making some classes for all players entirely. Which I do agree highly on - but I believe it was said that they're not gonna do that. Not 100% sure on it yet.
We also thought up that cooldowns on enemy skills would hep prevent spamming. Of course, 3 turn CD on a skill might be too little while 4 is too much. So they're heavy on thinking.

quote:

*People will not always want to spend half an hour burning an enemy's mp down
*Monsters are given the ability to slowly regen mp

*There was also, giving cooldowns to mana attacking skills
*Making them attack with stronger attacks if we do attack mana/if they run out of mana.
I think me and some people thought up of other ideas too, but don't have them on me right now.


Unique and different bosses instead of more difficult bosses was one of the thoughts that I believe Vel or Fae thought up. We're looking forward to them - so please, do give more ideas like that.

Edit: Fae - While I do agree that needing to switch class sometimes to get people to try them out and make them experience things is a good idea, some people still won't switch class.
And yes, mana-cost isn't an all around solution, that's an obvious. But it is still one of the largest solutions at the moment when you look at it. M.G. obviously can't be given that, since he steals mana back. And too much use would make some bosses that focus on skills useless after too little time - but those are just minor things that can be changed easily.

< Message edited by DJ9K -- 9/22/2013 14:09:57 >
Post #: 90
9/22/2013 14:19:42   
bokterier
Member

I hope we will get another boss like Akriloth. We had to find a weapon strong enough, and... Well I doubt we will ever face a boss like him again... :(
AQ DF MQ AQW Epic  Post #: 91
9/22/2013 14:32:12   
Faerdin
Rune Knight


If Mana-burning is not made a feasible strategy and Boss Monsters regenerate Mana, what is the point of Mana being used to begin with? It would not limit the Boss Monster in any conceivable way since they would always have access to their Mana and to their Skills. They would continue to regenerate Mana, so they would always have Mana. And if Mana-burning is made a practical strategy (Which cooldowns on Mana-burning Skills could make impossible), it would be a strategy far too easy to exploit.

These are the complications that make usage of cooldowns or health-triggers preferable in most situations. Mana being used as a limiting factor only works if there is a possibility of the Boss Monster's Mana running out, and that feels like a circumstance that could be fun in some Boss Fights, but disappointing if made commonly present in DragonFable.

Mana usage could have all the benefits in the world and still be a less than ideal option if there are several pressing issues. I am still not quite sure why Mana usage is seen as superior to cooldowns or health-triggers and the like- especially the former. A Skill having a cooldown that is either too long or too short can be remedied by layering a Boss Monster with Skills of varying cooldowns.

@bokterier: It could happen. You never know what magical artifact might be the kryptonite of things like Baron Valtrith. :)

< Message edited by Faerdin -- 9/22/2013 14:33:47 >
AQ DF MQ AQW Epic  Post #: 92
9/22/2013 14:35:21   
Chaosweaver Amon
Friendly!


quote:

You never know what magical artifact might be the kryptonite of things like Baron Valtrith. :)


Perhaps my "Magical Hockey Stick" to his "Magical Hockey Mask" face?
DF  Post #: 93
9/22/2013 14:48:18   
DJ9K
Member

@Fae: Yes, I do know very well that about the regen vs burn. That of course makes it so that only some of the fixes could be implemented at a time. But if you consider the difference between SW and an Atlean class fighting a Melt Face Akriloth - only some classes could be worth while to fight against a mana using enemy. SW has no Mana attacking skills, so you'd have to wait out her skills, or switch your class. But if we, say, take Dr. When, than your atlean classes Mana attacking skill would be useless, and you may want SW's 15% hp autokill, double stun, and massive damage instead.
Like you said, only some bosses would work with mana consumption. And that's something that many have agreed on, so by utilizing this, we may even get people to change classes now and than. And by changing what kind of fix, rather it be slowly or quickly recharging mana, which would work well with ManaCrest since she is in a giant mana zone.

This could both help to give differentiation to different bosses, but also give different classes, with or without mana burning, being a feasible strategy or a last-choice one.

Also, I would assume that it's MUCH easier to script as opposed to the other ideas that have been said. This is just another benefit that logic states. If it's not easier, than please do let me know.

Any other thoughts on why, ideas that are NOT mana consumption might not work? Only talking about 1 at a time doesn't help any.
Post #: 94
9/22/2013 14:57:19   
Faerdin
Rune Knight


SoulWeaver's Soul Burst actually does attack Mana, though it is in the form of a DoT.

Also, that is what I have been saying all along. That Mana could work with some Boss Monsters, but not all. It could certainly provide an interesting factor to take into account with upcoming Boss Monsters. But reliance on Mana is not something that I would want to see in all or most Boss Monsters.

As for the flaws in systems aside from Mana consumption... To be entirely honest, I cannot think of any at the moment. Cooldowns would give Boss Monsters a restraint but still keep their ability to use Skills consistent, and so force the player to react to its individual Skills as opposed to general game mechanics like Mana. Health-triggers would accomplish a similar effect and possibly add a new layer to other systems like cooldowns or Mana usage.

The only problem I can really see in cooldowns is that there would not be a clear way to really disable a Boss Monster. Its Skills would (Albeit with limitations) continue coming and force the player to constantly struggle against them. But then again, that could be a positive thing.
AQ DF MQ AQW Epic  Post #: 95
9/22/2013 15:07:21   
Sentimental Melody
Member

Hey, maybe they could set up a little beta-style area, like that build-a-quest testing thing, and have different bosses (possibly even different versions of bosses we already have, to make the implementation easier), with those different styles like Fae mentioned. That way, instead of discussing speculatively here, we can get some actual data as to how these solutions stack up. They can use that as a way to choose which they like best, or go for a mix of them in different cases. Either way we can get more definite about things without having to actually commit to them in the full game yet.

Like, we've discussed pros and cons of mana use a great deal, but less on the other ideas. One thing I'm worried about with cooldowns is getting into a cycle. If we have only a chance of a special happening each time, plus it having a cooldown, then they might end up being too sparse to be challenging even to average players. If, however, they use the specials as soon as they become available (as opposed to trying to implement a complicated AI), even with varying cooldowns it could become way too predictable.

Example: A boss has 3 specials with 4, 2, and 3 turns cooldown respectively. Let's say they're checked in that order, so if the 4-fer is available that will always be used, if not and the 2-fer is, use that, etc. We will get this pattern: Sp4, Sp2, Sp3, Normal Attack repeatedly. Special 4, with its 4-turn cooldown, is the limiting factor and dictates the entire pattern. If the precedence goes 2, 3, 4? We get something a bit more complicated (Sp2, Sp3, Sp4, Sp2, Normal Attack, Sp3) but it still becomes too easy to predict and counter/defend.

Now, I'm not sure how much stunning on our part would disrupt it, or if having specials like Jaysun's that depend on other specials being in effect could help vary it up enough to be interesting. I'm also not sure how easy it would be to find a balance with < 1 chance for specials that also have cooldowns. But if we had a little sandbox where we could play with such iterations we could identify such issues.

It may be asking a bit much out of the developers for something like this though. I know they must have some testing framework in place for before they release updates, but I'm not sure how well that could be applied here, mainly 'cause I don't actually work there. ^^; But if it can be adapted without too much work, this might be a good idea.

Also I want a Magical Hockey Slime Stick. <3

Edit: Ahah, I read your mind, you dee-jay, you. xP

< Message edited by Sentimental Melody -- 9/22/2013 15:09:36 >
DF  Post #: 96
9/22/2013 15:07:34   
The ErosionSeeker
*insert cheesy pun here*


quote:

If Mana-burning is not made a feasible strategy and Boss Monsters regenerate Mana, what is the point of Mana being used to begin with? It would not limit the Boss Monster in any conceivable way since they would always have access to their Mana and to their Skills. They would continue to regenerate Mana, so they would always have Mana. And if Mana-burning is made a practical strategy (Which cooldowns on Mana-burning Skills could make impossible), it would be a strategy far too easy to exploit.


This belief is wrong, IMO.

Let's take a look at one of the most fair MP-using monsters in the game: Ice Dragons.

While at any amount of mp, they will try to use their multi-target skill to deal damage to you and guests.
While their MP is low, they will spend at least 2 turns regenerating mp through their second attack before they try to use their breath attack.

MP burning is as legitimate a strategy as stunning your opponents before attacking, or even reducing their BTH.


Actually, let's look at it this way.
If MP-burning is meant to restrict enemy attacks, then why is Blind a fair skill?
Blind usually reduces BTH by 50, possibly causing the monster to not hit you at all for as long as Blind is active.

Is that fair?
Has that system been used in DF for a very long time?

Enemies can be given MP-regen capabilities, but only if it is meant as a direct hard counter to strategies that involve rapidly depleting MP before going all out.

For MP-burning to be even the slightest bit fair, Technomancer Debug should be nerfed. Pre-DmK, it was one of the only classes that could easily beat Melt Face Akriloth, simply because it would drain all the MP and then start using whatever it wanted.
DF AQW  Post #: 97
9/22/2013 15:18:13   
DJ9K
Member

I did not know that about Soul Burst. Been a while since I've played SW. But there are still classes that don't.

Yes, and there has been an agreement on it. And of course, it would be best way to limit some things. Having a single mana consuming skill on each boss wouldn't be all bad though - even if it's just one. And it could make some enemies even more annoying in extreme mode, since they get a mana increase.

Well, of course, if there's only 1 or 2 skills, too much/too little CD for a skill could be an issue. And I still think the coding for it may be a little difficult. And the bosses AI choosing which attack to use or to use it right when it's off CD would be a possible problem. Plus, what if they cool down when stunned still? Or if they get stuck more often because of it? Technical issues are the ones I'd see as the most dangerous. Easily making a strong boss weaker than a weak boss.

Health-Trigger skills are in the game from what I see actually - Jaysons heal and stun seem to switch places after 3/5 or 1/2 hp.
They are good, but could possibly cause issues if we have CD's attached or mana attached. No mana by time they get to a health trigger could make something go haywire.

@Below: Ascendents blind keeps them blind almost as long as the CD is. There's a 1 turn difference, making the enemy only have 1 attack of damage per blind - with NSTB they don't get any...

< Message edited by DJ9K -- 9/22/2013 15:25:48 >
Post #: 98
9/22/2013 15:19:47   
Faerdin
Rune Knight


Ice Dragons make for wonderful Monsters to fight. But the system you described is why we never encounter them alone as Boss Monsters- there is always Frostscythe accompanying them, or else they are just standard (Though interesting) mooks. Their Mana regeneration, if I remember correctly, could very easily be limited by Mana-burning Skills if doing so was worth the turn.

Blind Skills are a bit different since they have cooldowns to limit them (Unless you have a Class that can Blind AND Not-So-Tiny Bubbles; that is a very, very powerful combination), whereas limiting a Boss Monster's Mana could be a simple task. It is true that Blinding has become a common and overpowered strategy, but our bonuses to M/P/M Defense from equipment and access to Trinkets like Not-So-Tiny Bubbles are heavy contributors to that. The idea itself is fairly sound.

@SM: That is a problem with cooldowns. It is very possible for a Boss Monster's set of Skills to become predictable as a fight progresses. Predictability could make the process of forming a strategy a bit too easy. Perhaps only certain Skills could use cooldowns while others were reliant on other factors, like Mana or the Boss Monster's current amount of Health?
AQ DF MQ AQW Epic  Post #: 99
9/22/2013 15:31:38   
Sentimental Melody
Member

I always thought the ice dragons seemed okay, balance wise. But as Fae said, the fact that they are with someone affects how much we can focus on manaburning them. I'm not sure how they'd be alone. And the Technomancer thing is a good point. That would have to be taken care of prior to any mana-based additions. Having at least a 1-turn cooldown for mana-attacks might be a good idea too.

@DJ9K: You don't need a complicated AI to figure out which special to use. xP Just check for one before the others and it is automatically the higher-priority move. (Of course, that assumes using RNG separately as opposed to mutually exclusive cutoffs from 0-1 with the default being a normal attack. In that case the problem is not applicable). I'm not sure about the sticking though, mainly 'cause I'm not sure what causes it in flash. ^^;

@Fae: That is a possible solution, but that would necessitate a more flexible framework for how moves are chosen. You might even have to abstract it out to a separate function just for that, since some could potentially be spammable but others not.

Edit: Yeah, but come on, guys, blind isn't a guarantee of not being hit. I've still been hit plenty of times by blinded enemies of -50bth or worse. It just makes it less likely. I've even been hit by a blinded enemy while I had the shield up too! xP

This is why I still like my system best. It guarantees that specials will eventually come up again (and based on the coefficient you can determine ahead of time what that number of turns is) but it still leaves more room for randomness. Of course, I could be biased. xP

< Message edited by Sentimental Melody -- 9/22/2013 15:39:54 >
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All Forums >> [Artix Entertainment Games] >> [DragonFable] >> DragonFable General Discussion >> RE: Boss Difficulty Discussion
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