Status effects on enemies: Petrification and Poison Jul 10, 2018 15:33:59 GMT -6 Enkeria Gin likes this
Post by Yän on Jul 10, 2018 15:33:59 GMT -6
Yesterday I played the demo again to see the things that I've missed in my first playthrough.
One of them was the petrification sword. When I finally got it I was honestly disappointed by the way it works...
How it worked in Castlevania
You hit an enemy with your stone weapon. If the enemy isn't immune to it, it will be petrified. Petrified enemies remain in the scene as a statue. If you want to, you can fill an entire room with statue-enemies.
How it works in Bloodstained
You hit an enemy with your stone weapon. Petrification is random and there is no tactical way to influence the outcome. Petrified enemies are almost instantly dead and removed from the room. Bloodstained seems to be obsessed with removing enemies from the screen as fast as possible. (There's a similar issue with beaten enemie's corpses disappearing into orange specks way too soon after their death, leaving me unsatisfied but that's another topic for another thread)
A new proposed system
While I greatly prefer Castlevania's petrification system because there's some tactical finesse on which enemies to use it on and there is a predictable outcome to the attack, I'd actually propose a system that I find a little more interesting. Enemy-petrification should work just like player petrification worked in Castlevania games: You hit an enemy with your stone weapon. If the enemy isn't immune to it, it will be petrified. Petrified enemies remain in the scene as a statue for a limited time. While they're a statue, they can't hurt you on collision. After some time they break out of the statue (shaking a little bit shortly before breaking out) and keep fighting like before. Stone weapons in general should have fairly low base damage stats. Hitting a statue deals normal damage but does not reset the stone-timer. If a petrified enemy dies, the (pretty neat looking) stone-crumbling effect in the current demo plays.
That way, enemies can still be a threat to you after petrification, yet the outcome is predictable and it can be fun to play around with the statues. If multiple enemies are in the scene or killing an enemy takes some time after petrification due to high enemy-HP there is a heightened tactical element that changes the flow of the combat. Now the player would want to hit every enemy quickly but just once. Then, once all enemies are statues, the player can go ahead and try to destroy all statues in order under some time pressure. I think this is not too hard to realize and would create a new strategically different playstyle based on petrification.
In Bloodstained, enemies can be poisoned when using specific weapons or shards. That's so cool! However, the way it's balanced right now makes this initially awesome mechanic ultimately pointless. The poison damage dealt to enemies is way too weak and it's never the thing that helps me win a fight. The base damage per second of just about any weapon in Bloodstained is way higher than the poison effect.
Please balance poison weapons and shards so that the base damage is pretty weak but the poison effect actually does significant damage over time. This, again, would bring a lot more strategic finesse to the combat when using a poison weapon or shard. If you think that this makes the weapon OP, there could be some immune enemies too - or enemies with some more HP could build up an immunity after they have recovered from the poison status effect.