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Quick fixes to ELITE mode [nothing too big]

10 replies [Last post]
Mon, 08/05/2013 - 10:06
Neodasus's picture
Neodasus

-Lower drop rate of Eternal Orb of Alchemy.

For something worth nearly 300 energy a piece, it should take at least 12-14 stages before I see one.

Lower drop rate of health pills

It doesn't make any sense to lower drop rate of hearts and yet distribute 4 pills with every drop (lol new drop system). For a guy that can easily survive, every encounter with a pill is basically +6-8 health. Thanks to the new system you can easily gather 3 pills in one stage. This counteracts the whole "less health in elite" gimmick.

Revert to the old AI

Many players would appreciate it if you used old behaviors for ELITE mode. This would justify the increase in drop rate and increase in CR payout.

Mon, 08/05/2013 - 10:38
#1
Dibsville's picture
Dibsville
I don't understand

-Lower drop rate of Eternal Orb of Alchemy.

Eternal Orbs have already been nerfed because people were getting WAY too much. This has been fixed, I promise you if you see an orb in 10 stages or less than you are extremely lucky.

Lower drop rate of health pills

Health Pill drops are already lowered. People who can easily survive will obviously have a stack of pills because they know what they're doing. Most people DO NOT know how to survive, or may be experiencing other issues such as lag, which means they WILL NOT have a lot of pills. Your statement is contradicting; people who are defensive will obviously have more spare health than people who are reckless.

Revert to the old AI

No, it's fine as is. The reason the AI is stronger, faster, and has more health instead of being reverted is because the old system was broken. Elite is hard enough as is, it takes a lot of time to complete if you're not playing recklessly, and if you are playing recklessly then you're probably dead because Elite punishes that.

I don't understand what's wrong, people have asked for something like Elite mode for a long time, and now that we have it people are complaining about it? I really don't see the problem with it.

Mon, 08/05/2013 - 11:23
#2
Warp-Master's picture
Warp-Master
@Dibsville

Why was the old system broken, exactly? The old AI was before my time.

Mon, 08/05/2013 - 11:34
#3
Krakob's picture
Krakob

The old AI wasn't broken. Personally, I think the old AI is EXACTLY what Elite needs.

@Dibsville
I'm not really finding Elite harder than what we had before was. OOO has already stated they have more plans for harder difficulties, though. It's not fine as it is, it's too easy for the moment.

@Warp Master
Old AI wasn't broken, as I already said.
Wolvers would follow you. Devilites dodged more often. Retrodes were more dangerous although I don't quite know how. Slags would hug your face more often. That's what I know.

Mon, 08/05/2013 - 11:37
#4
Dibsville's picture
Dibsville
Not all of the AI's were

Not all of the AI's were broken, but some were just outright too hard compared to every other enemy. To give an example, the old Phantom AI was as terrifying as any enemy gets. When OOO said they wanted to actually make Graveyards scary, they definitely succeeded.

Mon, 08/05/2013 - 12:35
#5
Quotefanboy's picture
Quotefanboy
I remember when Oilers were

I remember when Oilers were one of the hardest thing in the game back in the day. Once they locked you, they locked you. There was NO escaping that horror.

My friend's Owlite shield back then could block fire for a minute straight, and he sat there blocking the oilers's fire for that amount of time. He sat there, unable to move, with the oilers gooing out enough fire to engullf him, and about a 6x6 radius around him in fire, and that's being generous.

Mon, 08/05/2013 - 12:49
#6
Neodasus's picture
Neodasus
@QuoteNowadays you can dash

@Quote

Nowadays you can dash in-between shield tinks to get out of oiler locks. Those were the days though, right? When mobs were feared...

@Dibsville

I'm not sure you understand. Elite mode should give us the biggest challenge the game has to offer. It should play the way the designers originally intended, with an added upscale in difficulty. Their INTENT was to lower health to place an emphasis on survival--but all this did was make it harder for players unaccustomed to playing this way and offered little to NO upscale in difficulty for the TARGET AUDIENCE of elite mode. A health increase was the right way to go, but mobs should be dealing more damage and have their original behavior. If the drop rate is as low as you claim it is, then ok. I still believe it is too high, but reverting to the old AI behavior and adding some more instances to avoid (those wisps in prestige missions were a great move forward) is the right way to justify the increased drop rate in rarities.

edit: Ok, mob damage was increased--I just didn't notice it. Sorry about that.

Mon, 08/05/2013 - 13:06
#7
Quotefanboy's picture
Quotefanboy
My actual opinion on this matter.

Personally, if the Elite monsters were given the old AI, I think their health and damage should be reduced a bit though.

I say that because, think of fighting games.

They don't make an enemy harder by making him take 32 more punches to the face, they make them harder because they fight better. You have to keep up with them, and not in an artificial matter.

This game's difficulty is all artificial. How do we make a Oiler hard? Put 10 of them. How to make them harder? Put 20. Harder? double their health. Harder? Double their damage.

They don't FEEL harder, you just have "Less mistakes" and in the end that doesn't mean I'm playing better it's just about "how much am I focusing."

I think they should make different monsters for elite. Think like what if overtimers were the ELITE devilites. All devilites were overtimers, but overtimers would only appear in elite.

Alpha wolvers would be the elite wolvers, then you could bring back the old beta vog wolver to replace the alpha wolver.

Tortodrones and stuff.

These old enemies were hard because of our limitation in weaponry, now we can have 3 UVs on an item and we have practically 2-3x the arsonal.

Don't make elite "Give the spiral knights pillows and the enemies Desert eagles"
Make Elite "Elite."

Mon, 08/05/2013 - 23:35
#8
Hexzyle's picture
Hexzyle

Retrodes were more dangerous although I don't quite know how. Slags would hug your face more often

Retrodes (and Zombies) could turn on a dime to hit you with a swipe if you were within melee range.
The Zombie leap was bugged back then too, though. They'd hang onto midair and start biting it. Sometimes when they latched onto you they'd do damage, sometimes they didn't.

Tue, 08/06/2013 - 02:32
#9
Klipik-Forum's picture
Klipik-Forum

I think they should bring back Wolver tracking (to some extent), menders using the wrench wand charge when alone, GREMLINS WORKING TOGETHER, non-buggy tortodrones, re-increase swipe speed on zombies and retrodes, and re-increase phantom stats. Oh, and fix the wierd glitches/bugs like phantoms and Grimalkins teleporting up and down over walls.

Tue, 08/06/2013 - 03:01
#10
Hexzyle's picture
Hexzyle
@Klipik-Forum

menders using the wrench wand charge when alone

That was a pre-launch bug. Anyway, menders don't need a buff yet, all other enemies are miserable compared to them.

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