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Post by nekurors on Sept 26, 2015 13:02:05 GMT -6
What do you guys think about enemies that cannot be killed by common weapons, like enemies who does not take physical damage but takes magic, others that are only affected by fire-type weapons/spells, even some who only takes damage from a single weapon/spell.
Also enemies should have weak/resistance elemental status, like a enemy takes 20% more damage from fire but -40% from ice, that include physical and magical resistance/weakness. This could add more strategy to the game instead of the basic rule of using the higher ATK weapon available, in most cases it doesn't forces you to exploit their weaknesses but then it should take more hits to defeat them. I think they will do that, but i think it should be given more focus for the sake of improving strategy.
To prevent switching weapons type too often (could be annoying) each castle area enemies should have only a few certain weaknesses, something like on area XX which have plant-like demons most of them will be weak to fire (not exactly all of them), this way you could set a main weapon for each castle area that exploit better the demons weaknesses.
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Post by ghaleon on Sept 26, 2015 20:09:17 GMT -6
Honestly I hate it when games have rocks-paper-scisscors types of elemental mechanics. 'strategy' is often used to describe it but the depth of strategy is like putting a round peg thru the round hole. Generally it just makes it a pain in terms of swapping equipment and whatnot. Even if the effects aren't so dramatic and common like you mention, it's still a matter of weighing if you think the benefit of using a specific element for a specific situation is worth the effort of changing your setup rather than some kind of strategic thought that actually rewards thought and tactics.
The only time these kinds of mechanics don't drive me ape is when the player is unable to change these elements once they commit to them, and it adds to the severity of choosing yoru spec/build.. but even that case isn't something I particularly like, it's just something that doesn't really bother me.
It's also acceptable to me if you're playing a game with a large party available to the player, where they can choose to have it consist of some characters who specialize in one element, or those who have access to many, so you try and balance your team so that it can survive any variety of encounters rather than just re-adjust it for each situation. But somehow I don't think that's going to be the case for this game =P
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Rigel
Skull Knight
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Post by Rigel on Sept 27, 2015 12:44:37 GMT -6
I like the weak/resistance elemental status, having enemies more resistant to certain elements making them more hard to take down but without forcing you to exploit their weaknesses as you said. That could make them more fun and challengin to defeat.
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