![]() But players just deal orders of magnitude more damage than we can receive. Stuff like this would be much less of an issue if player toughness was scaled to our outgoing damage. Does anyone honestly think that’s a good mechanic? I guess it’s the same as player projectile reflection. A hidden mechanic that will one-shot everyone regardless of how much toughness you have just doesn’t seem like a good thing. I’m all for interesting new game mechanics, but do it in a way that’s able to be understood by players. If S19 goes live doing damage to players, a whole bunch of casual HC players who don’t read deep into the forums/reddit/wherever and are just grouping up for some fun HC runs are going to die. Not 1000 times more than your health/effective toughness.Īnd, you know, maybe warn players. But scale it so that when it hits a player it hits for something like 1/2 or 2/3 of your health (or perhaps more accurately, your effective toughness). If you want it to damage players, okay, I can live with that. It’s doing several orders of magnitude times more damage than a player could reasonably be expected to mitigate. The scaling between our outgoing damage vs. ![]() It’s dealing damage to players as if it’s hitting regular enemies. If that’s the case, then scale the damage appropriately.
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