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Monster transformations and damage

16 replies [Last post]
Wed, 01/28/2015 - 13:59
Holy-Nightmare's picture
Holy-Nightmare

Isn't it rather irksome when you nearly kill a lichen colony and then it merges with a tiny one nearby and recovers ALL of its HP?

I think it would be nice if damage and status carried over to monsters when they transform. This would make Lichen colony and Devilite fights much easier fun since you don't feel like you are wasting your time attacking an enemy when it will just eventually transform and heal itself completely.

Wed, 01/28/2015 - 15:11
#1
Fangel's picture
Fangel
I agree to a point

I think when a transformation happens, the monster should retain 50% of the damage taken. If a lichen colony keeps having other little lichens combine with it, it'll heal but not to full immediately.
Retaining some damage is good, but otherwise you don't prioritize preventing the enemies from doing the transformations in the first place. Takes out the little bit of fighting strategy that those monsters have going for them(lichens especially).

Wed, 01/28/2015 - 16:06
#2
Blazeshot's picture
Blazeshot
IHRIITGAD

For Lichens, I understand where you're coming from, but i don't agree, at least not all the way. The health regain to me is what makes lichens challenging, without it, i feel like lichens would be to easy to fight.

As for devilites, i have mixed feelings about it. don't get me wrong, i hate them, but i feel like it would be weird for a devilite to transform into a pit boss, and not have full health. I've noticed that when a devilite transforms, its kinda like a new monster spawned in its place in a way, and newly spawned monsters do have full health

Wed, 01/28/2015 - 19:00
#3
Fehzor's picture
Fehzor

I'd disagree with you because lichens aren't hard at all most of the time but I actually think that you're right in a way.

Basically, enemies didn't have health bars originally, so it was harder for the player to tell they were healing. This was either intentionally done to make the monsters harder if you let them merge, or some sort of coding oversight/laziness in general.. but the big thing is that it's actually more efficient to let 'em merge and then kill them all in one fateful set of blows, when it should be the other way around. The point isn't to 'only' have to fight a giant monster, it's to prevent that and fight em back while they're small.

If it were up to me I'd buff their starting HP and then make it to where their health added up, multiplied by about 125%. So if 2 lichens w/ 100 HP merged, there would be a lichen with 250 HP standing there. That also makes it much more efficient to deal damage earlier- killing 3/4s of those lichens would create a lichen with only 87.5 HP.

Wed, 01/28/2015 - 21:51
#4
Blazeshot's picture
Blazeshot
IHRIITGAD

Fehzor
ok, you lost me on that last part paragraph there, but as to your second one, I like fighting lichens when they have merged together. in fact i let them merge together so i can fight the huge lichen colony, because, unlike the tiny, easy to kill lichens, fighting the big lichen colony is fun, because it provides a challenge (small as it may be). killing the little lichens isnt fun, cause its to easy

Thu, 01/29/2015 - 12:24
#5
Fangel's picture
Fangel
Well...

in fact i let them merge together so i can fight the huge lichen colony
Then let's go ahead and make you want to kill the little ones by making the big guy more difficult. Nothing bothers me more than when I have a lichen colony almost dead and someone shieldbumps a little lichen into it and it regains all health and becomes a giant lichen colony.

I like your idea there Fehzor. Multiplicative health-ups would be a good incentive to at least attack the little lichens instead of pushing them towards each other.

Thu, 01/29/2015 - 17:11
#6
Blandaxt's picture
Blandaxt
I totally agree..

I totally agree with you fehzor and i also think the colonies should be harder. How about upon them using their dash attack when they dash up to you, they live a trail of spikes that fade over time. These spikes would hurt and block the knight's way. The spikes take one hit to break so shield bashing through them is easy, but this trail does not block the linchen and they can move through it freely. I think that would make it a little harder to deal with.

Thu, 01/29/2015 - 17:18
#7
Blazeshot's picture
Blazeshot
IHRIITGAD

fangel, I like your idea, but i think it would have the reverse effect than what you wanted, at least for me. I wouldn't mind fighting a more challenging huge lichen colony.

regardless of what i think, I think the majority of knights do not want to see a more challenging giant lichen colony, but i could be wrong

Thu, 01/29/2015 - 18:40
#8
Blandaxt's picture
Blandaxt
when

@Blazeshot:

" I think the majority of knights do not want to see a more challenging giant lichen colony, but i could be wrong"

The way i see it, all monsters besides the devilites deserve a boost in abilities. Sure when their defense and attack are boosted like the linchen in the grinchlin Christmas mission made them more of a challenge which satisfied my hunger for more challenging content on elite difficulty, but it was all base on stats and not abilities. I abhor any statistic value increase such as defense and attack labelled as increase in difficulty. For me, it's all about abilities then statistics. Sure i can understand that even if we were to increase the tier 1 mob's abilities and have it face a star 5 player, it would not be much of a challenge, so i understand the need for statistic increases. But for any game to have only attack and defense/statistic as the increase in difficulty only makes me think the developers are just moving up some values and not being creative with their product. And any non creative content destroys any urge to be part of that end product cause i am just facing same content but with different statistics. So i would like to see a harder linchen colony on elite difficulty that is defined by it's abilities then just its stats.

Sun, 02/01/2015 - 11:17
#9
Holy-Nightmare's picture
Holy-Nightmare
At the moment fighting

At the moment fighting enemies like Devilites and Lichens is frustrating. Something needs to be done, it is very degrading to morale when you can spend a fair amount of time attacking an enemy just for it to regain all it's HP as well as getting a power buff.

Sun, 02/01/2015 - 12:44
#10
Blazeshot's picture
Blazeshot
IHRIITGAD

Fiends in general are a huge pain to fight; gorgos, greavers, devilites. I think we can pretty much all agree on that

Sun, 02/01/2015 - 15:54
#11
Fehzor's picture
Fehzor

Lol Blaze, think about it this way- right now, the big challenge is to kill them while they're small. Don't believe me? Try it. It's a ton of work to push them around away from one another while dealing enough damage to kill them. The easy way is by far to just let them fuse and then use piercing charge attacks (not piercing damage, like.. use iron slug, acheron, sentenza, divine avenger.. those charges) to deal huge amounts of damage, or just keep at a distance and get an easy kill on the thing (which flags all of its attacks and can be shield bumped away). What I suggested would reverse this by making giant lichen colonies absurdly tanky, and smaller lichens far more vulnerable in comparison.

Sun, 02/01/2015 - 16:38
#12
Blazeshot's picture
Blazeshot
IHRIITGAD

You know what, ya'll can do whatever with lichens, i don't care all that much about it anymore. what i really want is for it to be easier to fight fiends. they're so irksome

Sun, 02/01/2015 - 18:14
#13
Fehzor's picture
Fehzor

But I like the fiends because they're fun to fight and the devs already nerfed them... if anything we should buff silkwings. Those are a joke when they could be so much more.

Tue, 02/03/2015 - 15:23
#14
Fangel's picture
Fangel
heh...

if anything we should buff silkwings. Those are a joke when they could be so much more.

    Silkwings will now react with the ground to create a large explosion upon death that harms knights and instantly heals all surrounding enemies to 200% HP.

In all seriousness, fiends are difficult but I like that about them. There's always going to be a "hardest enemy", and fiends seems to be that family... Primarily because you have to use speed instead of power, the latter works on every other enemy in the game.

But yeah, making lichens more dangerous when bigger (i.e., regenerating, only having the loot drop of 1/4 the enemies combined, spitting out mini lichens that, in turn, heal the big lichen by a percentage amount and only drop health, etc.) would make the rush to kill the little ones a more team effort. Constant healing (not to full health like we currently have unless we want to make slimes evil) would be incentive enough to not let them become a giant colony.

Wed, 02/04/2015 - 11:13
#15
Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

Fiends come with some level of artificial difficulty, I can lock down a devilite indefinitely with Blitz/Callahan switch shooting but if it keeps changing form and regaining HP even with me skillfully pouring damage into it while dodging other devilite attacks I feel like I'm wasting my time and being cheated.

Wed, 02/04/2015 - 12:44
#16
Fangel's picture
Fangel
I mean all fiends

Even without a pit boss nearby people will complain about fiends because the prey on those with poor reaction times/internet. Batabii made an entire thread about how they disliked greavers because they were still "OP", despite being reclassed to "elite" tier enemies so they wouldn't swarm you in clockwork tunnels and the likes(only swarmed in arenas, on the final wave of the final room, where "elite" tier enemies are programmed to spawn). I won't even talk about gorgos... shivers

Also it sounds like poor planning on part of either yourself or a party member if a single devilite is constantly changing forms like that. I only see about 3 changes tops, and usually they're consecutive so you can't really get a hit in either way.
I DO feel that fiends that are changing forms between pit bosses or yesmen should regain their health as they aren't directly a threat. However a devilite turning into an overtimer or a yesman into an overtimer should retain their health, or at least have the average of their health instead of just full. When a devilite changes forms it is completely vulnerable for several seconds.

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