2012年4月21日星期六

On Immunities - Page 3

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Srikandi, I hope you're wearing your flam-proof armor after bringing up WoW bosses.




Don't worry, Grug, I never take it off in here

WoW has lots of problems, but I think boss design has been getting better and better as the game has evolved. You couldn't (and shouldn't) carbon-copy it of course, since they're tuned to raids with specific class composition and gear, but the general idea of having several unique, adaptive and highly challenging abilities per boss can only be fun |||WoW bosses work because they're complex and offer a twist beyond Shoot it until it Dies. Diablo, however, can already accommodate powerful bosses, and Shooting something until it dies is what the game is about. So I'd rather bosses not have specific moves with specific countermeasures that have to be prepared for. element resistances and dodging is enough.|||Quote:








Sorry I ignored everything except this one.




Then I return the favor.|||Quote:








WoW bosses work because they're complex and offer a twist beyond Shoot it until it Dies. Diablo, however, can already accommodate powerful bosses, and Shooting something until it dies is what the game is about. So I'd rather bosses not have specific moves with specific countermeasures that have to be prepared for. element resistances and dodging is enough.




It sort of depends on what you mean by "prepared for" though. It is a fine line to walk between playing a simon says game where the monster does something so you do something, and a monster simply having an interesting mechanic that you need to deal with.

I can see how it would be a very painful thing if you had to fight a boss a very specific way or die. That would be lame and stupid. However, I'm not a fan of every boss being a simple "tank and spank". Teleporting, entrapping, any kind of tricks are welcome, just so long as it doesn't turn into the math problems that WoW Raids are.

Oh... and thank you for the compliment Grug.|||I hate immunities, out of the game with them, worst way of balancing evah.|||To anyone saying immunities encourage more playstyles: Damage type has nothing to do with play style. In terms of gameplay, tell me, what is the difference between spamming fireballs as opposed to glacial spikes? How about switching out your physical damage weapon for one that does tons of elemental damage? The gameplay difference when making either of these switches is essentially zero.

Furthermore, none of these contribute to D2's fun:

1. Having to rely on a mercenary to kill stuff you are unable to damage.

2. Having to waste points on the same skill you don't like, every single time you make x character. (hint: How many non-physical damage skills does the D2 barbarian have? One.)

3. Finding monsters that had zero resistance to anything suddenly gaining complete immunity to your primary attack when you change difficulty.

4. Being unable to kill even the most basic fallen or zombie variants with your maxed out <insert fire or cold skill of choice here>.



Sure, resistances are fine, and even immunities can make sense at times. But what would actually encourage more playstyles is the ability of monsters to counter tactics instead of just damage types.|||immunities is a great idea i think but in d2 it was so unbalanced, a hammerdin could kill anything, pretty much any sort of paladin. i just hope they make it hard for certain classes just not impossible so it is possible to solo|||Just replace immune with really high resistance. That way unprepared players actually have a chance to take it down, if they're stubborn enough. It will still encourage players to mix up their elements, because who wants to cast fireball 20 times when 3 lightning bolts will kill the thing?|||Well I challenge that claim a Fanatic Zealot paladin can "kill anything" claim. Physical immunes exist for a reason.

Anyway your favourite D3 dev has confirmed, mainly ALOT of mobs with resists all. The problem I can figure out if they decide to make the mobs 80% to 90% resist all in Hell mode. It will make gameplay even without immunes a pain since you have to spend minutes hammering something unless we get jewels and gems that reduce resistances.|||Quote:








Now, the reasoning behind immunities is to encourage group play. This is actually a fair goal, however immunities stand as a draconian method of forcing group play simply because a solo player cannot hope to achieve anything without a group of some kind.




Not sure if I'm with you for the idea about affinities... But I hate immunities with as much passion as you do.

Immunities should not be part of the game in my opinion.

There should be no moment in the game where a player has to say "Ok, whatever I do, I can't kill this monster".

(And wasting skill points on a second skill tree, or spending 20 HR's on an item doesn't seems like viable way to do so ).

Strong monster? K.

High resist monsters? K.

But immune monsters... no, just no.

AND if there gonna be immunes.. at least make the game fair for every classes.

I'm pretty sure my windy druid could run hell baal naked, while both my sorc ( light & cold ) have problems in half the area in hell...

I'm 100% against immunes, but if Diablo 3 is gonna get them ( pretty sure it will, sadly ), at least I hope the game will be fair.

No more "every single players in the world play an hammerdin because it can kill all monsters in the game".

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