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| View Poll Results: Do you want a balancing patch? | |||
| No |
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30 | 27.52% |
| Yes, but I won't help in creating one |
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26 | 23.85% |
| Yes, I want to help with ideas, give input and feedback, etc... |
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36 | 33.03% |
| Yes, I would like to help with ideas and programming |
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5 | 4.59% |
| Yes, other... |
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12 | 11.01% |
| Voters: 109. You may not vote on this poll | |||
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Really, how much skill does it take to beat Toxeus when you have -100% Damage from Undead? How much damage would he have to do, or how much HP would he need to have, in order to make the fight 'challenging'? If people really want harder bosses, then don't buff the bosses. Debuff the players. So I'd give each boss an aura that: 1) Reflects 200% damage back at the player if he attacks from outside a certain radius (stops mages from killing bosses with Eruption from miles away). When the player enters the boss's radius, the aura stops doing its reflect damage and changes instead to: 2) Auto-capping all player resists and +% bonuses. So it would reduce all the player's resists to, say, 20%. It may also cut CAP, Dodge Attacks, Recharge, Less Damage from... etc to a nominal value of, say, 30%. It would also apply a hard cap of 1000 DA for the player, regardless of gear. Going in to face Toxeus or Nate with a max of 1k DA, only 30% Dodge Attacks and/or -30% Damage from Undead would be a whole different ball-game from the current uber-easy max DA/max Dodge/-100% Damage from Undead approach. If that still wasn't deemed challenging enough, then simply lower the caps until you reach a point where the vets are happy. |
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Maybe a "Titan Quest^2" mod, like xMax, can be produced for those veterans. At any rate, I am not too fond of increasing hit points to scale difficulty because it makes it unfair to casters and just...well, uninteresting. I rather that humanoid monsters use skills and tactics that we use, like Briar Ward, Phantom Strike, Squall, Colossal Form and etc. |
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i did not mean adding new difficulty (that i think is even not possible) but rescaling the existing one.. and true, the normal one could be left as it is Quote:
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i think you can reach 100% avoid projectile so no archers/casters can hit you you can also have a shield that blocks always (don't know the details yet)
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spear Haruspex (67) | xmax -100 recharge Elementalist (62) | bow Avenger (62) | Slayer (57) | Paladin (56) | Diviner (50) | bow Brigand (33) | Conqueror (18) | Ritualist (14) | xmax hardcore Templar (13) Last edited by nemhauser : 05-03-2008 at 08:33 AM. |
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Take a look at the videos on YouTube. For the vast majority, the players aren't displaying any skill at all in killing bosses. They have the items and build to make themselves immune (or near as darnit) to whatever the boss is doing. So they just run straight into the middle of the bosses and swing away until the bosses die - without taking a scratch themselves.
You will see many videos in which melee toons stand right in Typhon's meteors, yet take no damage. They're also not taking any damage from Typhon's melee attacks, due to massive DA. Does it take a great deal of skill to kill a boss when most or all of his attacks can't hurt you? Not really. With 100% CAP, you can walk into a custom map room filled with 200 Legendary Machae Grandmaster archers, stand still in the centre of the room - and not take one HP of damage. Does it take huge skill to kill them all without dying yourself? No. Would it take skill to kill them all if they had double the number of HP, did double the damage, and had 70% resists to whatever damage you were doing? No. It would just take longer, that's all. Quote:
Still, I'd love to see the reaction when you enter an area of patched Maenads, the sorcerers stun-lock you with -100% recharge on their Lightning Bolt while the poison spear guys just wear you down and kill you while you're helpless. Any patch coder who implemented that would have to change his identity and go and live in Mexico, to escape the vengeful hordes of righteously indignant vets that would be after him. Similarly, how cool would it be to take your l33t bow Brigand/Ranger/Haruspex into the patched Hades chamber, and discover that he has 100% CAP? ![]() |
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100% anything is damn wrong. It's against the spirit of playing any game, exactly what Irma says above. If not for the impopulartiy of the thing, I would be for capping ANY resistance to 80%, any dodge attack, any huge amount of DA that would make you impossible to hit, etc. 80% is high, it's not very fair for the monsters, but still you're not invulnerable.
When I said that giving resists to the monsters is a way to go, I don't mean that other things shouldn't be done. One of them is for sure having a cap on how invulnerable the player is.
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Is it possible to generate items for monsters that give resists but won't drop? |
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Perhaps it's possible to equip monsters with a bunchload of yellow items - nobody will pick the crap up, but it'll make the monsters stronger on lots of randomized fronts.
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anyway, why add items with resists? it is simplier to just change the resists value on that monster
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spear Haruspex (67) | xmax -100 recharge Elementalist (62) | bow Avenger (62) | Slayer (57) | Paladin (56) | Diviner (50) | bow Brigand (33) | Conqueror (18) | Ritualist (14) | xmax hardcore Templar (13) |
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The advantage compared to changing the monsters directly is changing one loottable versus dozens of monster and proxy files. Also, loot can be randomized - monster abilities can't.
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I_RAPS' ANGELS Apsara Spellbreaker 69 Bambix Ranger 68 Cheung Xia Dreamkiller 70 Durga Conqueror 70 Meliade Soothsayer 71 Melitta Conqueror 67 Nar'wen Warden 69 Nefertari Elementalist 68 Nut Prophet 65 Ramiri Oracle 68 Swooshy Ritualist 70 Tal'wen Warden 68 Thetis Sage 70 Trixy Assassin 69 Zin Magician 69 Wakanda Enforcer 60+ Raveness Bombardier 72 |
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