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Give "Sonic Mode" to enemies

7 respuestas [Último envío]
Sáb, 10/06/2012 - 18:04
Imagen de Aumir
Aumir

Reason: This suggestion is thought, initially, to balance Tier 3 equipment in low areas and avoid one-hit kills from some equipments with high burst power.

What is Sonic Mode? > http://www.youtube.com/watch?v=G5tq7EOXDKg Basically, unless you are under 1 bar of health, you can't die usually. That's the basic rule of thumb.

How this would work in enemies? Basically, when hitting 10% of their health they would get knockbacked and enter invincibility mode during it - remember, invincibility effect is shown as a purple spark with the "shield" sound effect. When they get up, then they will be able to be eliminated normally, unless a healing mob - Mender, Silkwing... - gives them more health over 10%, which will then enable back their Sonic Mode.

That is it... a simple suggestion this time.

Sáb, 10/06/2012 - 18:17
#1
Imagen de Luguiru
Luguiru

It would certainly be a reason to not vomit damage everywhere mindlessly.

It would create yet another reason to target medics first, though anyone competent would know to do so anyway in a "warzone".

Sáb, 10/06/2012 - 18:22
#2
Imagen de Canine-Vladmir
Canine-Vladmir
Whoa hold your horses.

We declared war with someone? its not in the scri-- storyline.
Anyhoo...
Yea, i can see this happening. I hope T1 gets an exception. thoses dudes need help. all the time.

Sáb, 10/06/2012 - 18:51
#3
Imagen de Luguiru
Luguiru
After rolling through a headache

This mode should only be triggered when at least 75% of their max health is taken within three seconds to give the real combo artists a little reward while punishing the damage dumpers.

And only happen in T3.

And, once triggered, grants the enemy five seconds of immunity to knockback. Just to mess with us.

Vie, 10/12/2012 - 12:08
#4
Imagen de Kazujaxyz
Kazujaxyz
Hm...

Expanding on Luguiru's post... how about instead of only introducing it at Tier 3, have it happen on every Tier by chance, with the chance increasing or decreasing depending on Tier and the damage inflicted in the last few seconds. So basically, it would happen every once in a while in Tier 1(it might be mean for the newbies, but actually I think it might be better to introduce them to this early on), and pretty frequently, if not always, in Tier 3. Furthermore, if some endgamer would dish out ridiculous damage in tier 1, he'd be more likely to get sucker-punched by a survivor.
This way, we would A. Introduce newer people to this mechanic without constantly punishing them. B. We'd scale the difficulty by Tier. C. We'd scale difficulty by gear.

Does this sound fair enough, or would it cause too many problems?

Vie, 10/12/2012 - 12:23
#5
Imagen de Luguiru
Luguiru

We should probably keep this system away from T1 to keep the beginner zone for learning the other ropes first, then make it so in T2 it happens with a 50% success rate (still only triggers if it loses 75% or more of its health at once/within a couple seconds), and in T3 it works completely.

Vie, 10/12/2012 - 15:15
#6
Imagen de Klipik
Klipik
Hax?

how did you get ur character to do that?

Vie, 10/12/2012 - 16:02
#7
Imagen de Kazujaxyz
Kazujaxyz
So yeah, 50% for T2, 100% for T3

I guess that seems fair enough. I just always think that the earlier you introduce a system, the better. Otherwise it could develop something of an unexpected difficulty spike.

Actually, why not instead of making it Tier-specific, we depend it on Stratum? Like, for example, have Stratum 3 have a chance of about 20%, stratum 4 having 40% and so on, with boss stratums having the chance increased by 20% or something? I don't know, I'm really just trying to make the transition as smooth as possible to avoid said difficulty-spike.

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