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How about some more Damage Penalties on Equipment? Or perhaps a reworking of it?

5 Réponses [Dernière contribution]
ven, 05/23/2014 - 19:26
Portrait de Glacies
Glacies

Yes, Damage Penalties.

What are these exactly? A Damage Penalty is something that is currently used only on one set of armor: Crown of the Fallen and Armor of the Fallen. It basically is a negative version of the standard Damage Bonuses. Wearing the entire set gives you +2 Universal Attack Speed Increase and -4 Damage Penalty against Fiends.

This means that you'll end up doing far-less damage against Fiends than all other monsters. So why does this only exist on this set? There's far more armor that could easily be fitting for this that provides much better support than the Armor of the Fallen.

If anything, why not change the penalty to decrease your defense when attacked by that specific monster family? It would be an extraordinary nerf to some of the more commonly-used pieces of equipment that provide certain boosts and still retain very good defenses and statuses. (Example: Chaos Set)

Just an example, give Vog Cub Set "Defense Penalty vs Beast: Medium," this would follow the basic rule of UVs however can go below 0 defense (in this case, without UVs and wearing the full set you'd have -52 Defense), causing you to take more damage from the Beast Family.

Just an idea.

ven, 05/23/2014 - 20:02
#1
Portrait de Dracora-Speaking
Dracora-Speaking
+1

I feel like inherent stats such as these would feed into lore more than anything else. Perhaps SK devs don't do this very often because they want players to make armors and heat 'em up as much as possible. Giving too much of a penalty (or any at all, especially if it's not balanced...*cough chaos clones as an expectation of boosts with sacrifices cough*) discourages a player from making an item, and thus the effort that went into the art and balance of the item wasn't worth the DEV time as much as it otherwise would have been.

What they could start doing is having lore-based penalties on most specialized items (anything not Spiral HQ, evolved on cradle, etc)...and then have a trinket for helms and a trinket for armors that neutralizes these penalties, per monster type. As a player, I don't use any slots whatsoever, and this would almost force their use. Not something I'd like, but something to consider.

I agree, wolver line items with beast penalties are fitting. Beasts deal piercing damage and are weak to piercing. I imagine their fights are over very quickly.

ven, 05/23/2014 - 20:25
#2
Portrait de Pandafishie
Pandafishie

I've discussed this outside the forums, but I'm glad to see someone else is interested in this idea!
I know people constantly bounce of this idea of "balance", but I think having negatives on our gear will help enforce that idea of true balance.
+1

sam, 05/24/2014 - 02:18
#3
Portrait de Thunder-The-Bright
Thunder-The-Bright
gods ain't gonna help you, son.

1 universal or bust. family damage penalties will stop nobody. see croma line.
2 I fear it might get armor too much specific. see armor in test server for a reference. universal bonuses will still be better, and thus point one.

sam, 05/24/2014 - 06:32
#4
Portrait de Mookie-Cookie
Mookie-Cookie
Beep.

I feel the concept behind the sets is to weigh up their defensive capabilities against the bonuses they grant you. As opposed to throwing positives and negatives, they just offer positives, and the negatives are derived from there being no positive.

As in, take the Vog Cub set you mentioned. It offers no piercing defense, so you'll naturally take more damage from beasts over if you were wearing the Skolver set. In saying that, you'd sustain less damage from a construct's attack in Vog Cub than you would in Skolver. I'd probably the difference isn't terribly big, so there is an issue there; but determining what penalty should be applied is a bit.. awkward. If Vog takes more damage from beasts, what does Skolver and Snarbolax have wrong with it?

Now, here's a technical issue with family-based attacks. At a guess, it's implemented that families derive their "attack type" from a set, ie. normal, piercing, etc. Although they cross over, for family-based defense penalties to work, if you take damage, it needs to determine the family of the attack as opposed to the type. So you essentially have two systems working next to each other, which is a complete waste of time from a technical point-of-view. A technical fix would be to have families use a family-based damage type, and apply that to a set of the original damage types (which, I'd assume, monster defense types work similar to - but that's a different system entirely).

Overall, penalties might be a good way to try and balance out sets, but I don't feel family-based defense penalties are the way to go.

sam, 05/24/2014 - 07:02
#5
Portrait de Klipik-Forum
Klipik-Forum

+1 to defense and damage penalties, to both families and damage types (ele/pierce/shadow).

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