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Secondary Monster Abilities

5 replies [Last post]
Fri, 06/10/2011 - 01:03
DjinnKaid
Legacy Username

Okay, first off maybe I'm the only one who has realized this but currently with the June 9th patch normal damage armor has become almost obsolete. The only things I can think of that still do normal damage are Goblin's axe attack and the Lumbers arm swipe thingy. I don't mind the idea that enemies should have secondary attacks that allow them to do a different type of damage, such as a special ability that players would watch for and try to avoid, but simply changing monster attacks around to specific types will only make normal defense useless and cause game instability. Also the new Jelly spike ability is WAY too powerful. Ground spikes have always been hard to avoid and I just don't think it's a fitting ability for something soft, sweet and squishy to summon giant knight slaying thorns from the ground. But in all fairness I'd like to offer some suggestions for secondary attacks.

Jelly - Throws a small spike shaped blob at a knight that does Piercing Damage and summons a royal mini on impact
Wolver - Charges forward and jumps onto a knight biting them several times and causing Piercing Damage
Cromalisk - Changes the texture of it's skin to form spikes hurting anyone touching it with Piercing Damage
Scuttlebot - Self-Destructs causing small explosion and sending shrapnel in all directions that do heavy Elemental Damage

Fri, 06/10/2011 - 03:11
#1
Azurenightmare
Everything does at least 20%

Everything does at least 20% normal damage. Just thought I'd mention.

Fri, 06/10/2011 - 13:41
#2
Daystar
Legacy Username
Normal is basically turning

Normal is basically turning into the "jack of all master of none" defense type. Sure it won't massively protect you from anything but Gremlins, Lumbers, and Trojans, but it will protect you at least a little from everything. Does that make it less useful than any of the other damage types? It really depends on location. If you know you'll be fighting only Undead and Fiends, normal/shadow armor is better than elemental/shadow.

Same if you're fighting in a beast/jelly zone. Yeah, you could get the Dragon armor for Pierce/Elemental and be covered in more situations, but you'll still be taking 20% normal damage that could have been mitigated with Normal/Pierce armor. It's really all about optimization, just like it was before; you can choose to mix and match to be a little protected in all situations, or you can get multiple armors and keep a strong front against one type.

Also I believe that all the bosses still do normal damage for their swings.

Fri, 06/10/2011 - 16:39
#3
Shidara
Legacy Username
Overpowering?

Don't you think that these suggestions are a bit...overpowering? First of all, Jellies got the spike-summon, we don't need them spawning multiple mobs. Moreover, the Royal Jelly Spawns have the Royal in them for a reason - they're tied to the Royal Jelly, found in the Royal Jelly Palace. Second off, Wolvers already posses the ability to sweep behind you and in T3 they burrow underground to pop up right next to you. They're annoying enough as is.

As for the Chromalisks and Scuttlebots, I don't this is the right approach to power them up.

Fri, 06/10/2011 - 23:29
#4
DjinnKaid
Legacy Username
The idea is that the jelly's

The idea is that the jelly's ability would override the current spike summoning ability. Because lets face it, soft squishy jellies with spikes are a dumb idea. And secondly the idea is to give ALL monsters a basic "Normal Type" attack that is relatively easy to avoid and a secondary special ability that hurts much more and has a special damage type that is harder to avoid and basically overall a greater threat. It makes more sense for a Jelly to divide or throw a chunk of it's self at you rather that summons spikes. As for the Chromalisks and Scuttlebots, the idea is that most players just try to pin them in a corner and wail on them. Their special abilities are designed to make players more weary of doing that as well as trying to make sense with their nature. It makes sense for a robot to self-destruct and there are several real life lizards that can actually change the texture of their skin. As for the Wolvers, the charge ability would be designed to cover a great distance and when they are biting you, you would take a small amount of Piercing Damage per bite, this would allow for groups to have someone attack the Wolver OFF of them.

Sat, 06/11/2011 - 00:03
#5
DjinnKaid
Legacy Username
Let me clarify once more. The

Let me clarify once more. The idea of this topic is to implement a system that gives ALL monsters a basic attack that does a moderate to low amount of "Normal Damage" and a Secondary more powerful attack that does each monster families respective damage type. This idea is to cause players to be on their toes and watch for a secondary attack that is potentially much more fatal than a simple bite, swipe, or tackle. Meaning, players with straight Normal Defense on their armor would have a solid defense against basic attacks, but would be quite vulnerable to a secondary ability. While players that are much more experienced at avoiding basic attacks can specialize their armor to protect against the much more dangerous secondary abilities. Furthermore, monsters on lower Tiers would use their secondary abilities much more often.

Also a new idea for Devilites. Devilites could do Normal Damage, then when they turn into Overtimers they do Shadow Damage.

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