Endgame Posted October 5, 2013 Posted October 5, 2013 (edited) Only if they avoid attacking the enemy and cause it to get a Free Hit on them. It punishes cowardice, nothing else. How about situations where the enemies outnumber the heroes, and they need the resdient knight to tank a free hit? He can't, because his SP is too high to recieve the free hit itself, instead getting reditributed to a weaker hero. Isn't that the oppostie of cowardice, trying to take one for the team but being unable to? Edited October 5, 2013 by Endgame Quote
Sandy Posted October 5, 2013 Author Posted October 5, 2013 I'm finding myself agreeing to Flipz earlier suggestion - changing not other things but instead the counterstriking function - so instead of counterstriking with damage equal to level, the counterstrike will cause damage equal to the damage taken. I think this sounds much fairer than all other suggestions. But it's illogical! Counterstriking should be related on the hero's power, not on the enemy's power. Quote
Endgame Posted October 5, 2013 Posted October 5, 2013 (edited) Soldiers are actually trained to use an enemy's momentum against them to harm them back for hand-to-hand. Edited October 5, 2013 by Endgame Quote
Brickdoctor Posted October 5, 2013 Posted October 5, 2013 Listen, heroes can afford to get hurt. That's why there's healing classes and items in this game! You sound like it's unfair that a party cannot get a clean sweep on a boss enemy... Again, if you can wait-out a boss, then that's the QMs fault for not balancing the boss well enough. All you have to do is rebalance by raising Level and SP and lowering HP. Only if they avoid attacking the enemy and cause it to get a Free Hit on them. It punishes cowardice, nothing else. It's not cowardly to have invested large amounts of Ether or Gold in one of the most important stats knowing how to use it most efficiently. Quote
Scorpiox Posted October 5, 2013 Posted October 5, 2013 Low enough? Are you kidding me?! SP is meant to absorb some damage, not nullify it completely! And this is a reason to become angry over... why? Only if they avoid attacking the enemy and cause it to get a Free Hit on them. It punishes cowardice, nothing else. That's a bit strong, don't you agree? Life Lesson (Zepher gives them, why not I?): People have different world views. Do I have your permission to respond to your points? Quote
Sandy Posted October 5, 2013 Author Posted October 5, 2013 How about situations where the enemies outnumber the heroes, and they need the resdient knight to tank a free hit? He can't, because his SP is too high to recieve the free hit itself, instead getting reditributed to a weaker hero. Smarter enemies pose a greater threat to the heroes, I admit, but the battles in this game have lacked challenge for quite a while now. Just look at what happened to my poor Threshold Monsters... From a QM's point-of-view, I'm all for discouraging heroes to buff their SP too high. Quote
Scorpiox Posted October 5, 2013 Posted October 5, 2013 Smarter enemies pose a greater threat to the heroes, I admit, but the battles in this game have lacked challenge for quite a while now. Just look at what happened to my poor Threshold Monsters... Uhm, no. Quote
Pyrovisionary Posted October 5, 2013 Posted October 5, 2013 I'm finding myself agreeing to Flipz earlier suggestion - changing not other things but instead the counterstriking function - so instead of counterstriking with damage equal to level, the counterstrike will cause damage equal to the damage taken. I think this sounds much fairer than all other suggestions. This sounds right. Quote
Sandy Posted October 5, 2013 Author Posted October 5, 2013 Again, if you can wait-out a boss, then that's the QMs fault for not balancing the boss well enough. All you have to do is rebalance by raising Level and SP and lowering HP. Like I said earlier, it's impossible to balance enemies to suit all situations. There's usually just one hero with high SP in the party, so it would be totally unfair to the other party members to only make enemies that can hurt that single hero even if he was reinforced and fighting from back row - the others would have to resort to standing around or be OHKO'd. Quest#74 was a perfect example of this: Sarge was doing all the killing while taking hardly no damage at all, while the others got knocked out repeatedly when they got attacked. The heroes were quite evenly leveled, the only big difference being that Sarge had 24 SP. But I can live with this phenomenon. I cannot live with the wait-out loophole in this game. And this is a reason to become angry over... why? What makes you think I'm angry? Getting a bit frustrated trying to get my point across, sure, but why would I be angry over a discussion about rules? Quote
Pyrovisionary Posted October 5, 2013 Posted October 5, 2013 (edited) Quest#74 was a perfect example of this: Sarge was doing all the killing while taking hardly no damage at all, while the others got knocked out repeatedly when they got attacked. The heroes were quite evenly leveled, the only big difference being that Sarge had 24 SP. Whilst I slightly resent being a bad example, I can't deny that sarge was way to Overpowered back then. Maybe free hits should be divided evenly throughout the party? Edited October 5, 2013 by Pyrovisionary Quote
Endgame Posted October 5, 2013 Posted October 5, 2013 An underlying problem with the threshold bosses: A lot of them flew solo. Solo enemies are almost always easily crushed - I had to turn the boss of Q36 into a game of "I Spy" just to make a challenging. The Threshold Monsters... really don't differentiate them from normal enemies much at all. There isn't anything really unique to them that alters the battle in meaningful way. Quote
Scorpiox Posted October 5, 2013 Posted October 5, 2013 Meh. We can argue this until the cows come home - this game will never be truly balanced. In my view, Passive Specials are the best option for trying to limit this strategy's usage. What makes you think I'm angry? Getting a bit frustrated trying to get my point across, sure, but why would I be angry over a discussion about rules? Is arguing this worth my time? I think not. Quote
Sandy Posted October 5, 2013 Author Posted October 5, 2013 The Threshold Monsters... really don't differentiate them from normal enemies much at all. There isn't anything really unique to them that alters the battle in meaningful way. I work within the game mechanics I created. What's so wrong with that? Just because they're boss monsters, doesn't mean they have to feature some crazy new game-changing mechanic... Quote
Scorpiox Posted October 5, 2013 Posted October 5, 2013 I work within the game mechanics I created. What's so wrong with that? Just because they're boss monsters, doesn't mean they have to feature some crazy new game-changing mechanic... I'm afraid that standard solo-monsters get mashed-up quickly unless you're willing to give something extra. Quote
Flare Posted October 5, 2013 Posted October 5, 2013 I work within the game mechanics I created. What's so wrong with that? Just because they're boss monsters, doesn't mean they have to feature some crazy new game-changing mechanic... Sandy, as heroes grow more powerful, and adapt and adjust to different aspects of battle, the enemies just stay the same. If you're not willing to start adapting and adjusting your enemies to fight heroesin a new way, battles WILL be too easy. There is nothing to do about it. Take Endgame for example - his bosses are Killer-level hard, and he hasn't needed to change any rules to make them difficult. He has adapted his enemies to go with the flow of the ever evolving heroes. Quote
Endgame Posted October 5, 2013 Posted October 5, 2013 Take Endgame for example - his bosses are Killer-level hard, and he hasn't needed to change any rules to make them difficult. Though I was admittedly very close to stumbling over that line entirely in 79, though I think I managed to strike a good, if not a bit wacky, balance. Quote
UsernameMDM Posted October 5, 2013 Posted October 5, 2013 I cannot live with the wait-out loophole in this game. Just make a rule that a PC has to attack the enemy every round. I see that as the simplest way to get rid of the wait-out loophole. Quote
Sandy Posted October 5, 2013 Author Posted October 5, 2013 Sandy, as heroes grow more powerful, and adapt and adjust to different aspects of battle, the enemies just stay the same. If you're not willing to start adapting and adjusting your enemies to fight heroesin a new way, battles WILL be too easy. There is nothing to do about it. Here I am, trying to adjust the rules to prevent cheap tactics. And the rules have been in constant state of change for two years to make this experience more enjoyable to everyone. So don't say I'm not willing to adapt and adjust... Take Endgame for example - his bosses are Killer-level hard, and he hasn't needed to change any rules to make them difficult. He has adapted his enemies to go with the flow of the ever evolving heroes. What are you talking about? Endgame's boss battles have bended and twisted the basic rules near their breaking point! Just make a rule that a PC has to attack the enemy every round. I see that as the simplest way to get rid of the wait-out loophole. That's even more illogical than the suggested Counterstrike Glove change. How can forcing someone to attack be justified in-game in any meaningful way? Actually, I'm turning towards changing the Counterstrike Gloves. I didn't create the item, but it's really the basis of this loophole. Quote
Endgame Posted October 5, 2013 Posted October 5, 2013 What are you talking about? Endgame's boss battles have bended and twisted the basic rules near their breaking point! To be fair, the most twisty one ever used a very similar concept to the one you're suggesting now - AI. Quote
Brickdoctor Posted October 5, 2013 Posted October 5, 2013 Like I said earlier, it's impossible to balance enemies to suit all situations. There's usually just one hero with high SP in the party, so it would be totally unfair to the other party members to only make enemies that can hurt that single hero even if he was reinforced and fighting from back row - the others would have to resort to standing around or be OHKO'd. And then the Damage-dealing heroes will attack in order to kill the enemies more quickly, because the enemies have lower HP, and if anyone gets hurt, then the healers get to do their healing, just like you want. Quote
Kadabra Posted October 5, 2013 Posted October 5, 2013 Personally I like Brickdoctor's solution, in that it increases the value of healers and Phoenix Essences as well as making the wait strategy less desirable while still being viable. Quote
Sandy Posted October 5, 2013 Author Posted October 5, 2013 And then the Damage-dealing heroes will attack in order to kill the enemies more quickly, because the enemies have lower HP, and if anyone gets hurt, then the healers get to do their healing, just like you want. If there's anything left to heal, that is. But anyway, I agree with you on your point, but it still does not make the loophole go away. Quote
CMP Posted October 5, 2013 Posted October 5, 2013 While I would love to see Docken crawl into a corner and die because his insane build becomes completely useless, I like the suggestion of changing Counterstrike Gloves to 'returns damage dealt' better. Quote
Sandy Posted October 5, 2013 Author Posted October 5, 2013 as well as making the wait strategy less desirable while still being viable. No, the wait-out strategy should not be a viable option in any situation. I'm adamant about that. Quote
Kadabra Posted October 5, 2013 Posted October 5, 2013 No, the wait-out strategy should not be a viable option in any situation. I'm adamant about that. Bit why are we penalizing heroes for optimizing their builds any way that isn't hyper-offensively? That's like putting a cap on WP because it should be doing 'removing some of the enemies' HP, not all of it'. At least, that's how I see it. Quote
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