Luke Barrett wrote...
- Friendly Fire (0-100%) : Percent damage allies take from Area of Effect abilities
- Damage Scaling (50%-300%): Amount of Damage the Player and companions do to enemies
- Enemy Damage Scaling (50%-300%): Amount of Damage enemies do to the Player and companions
- Knockdown Immunity Timer (0-6s): Determines how long users will be immune to knock[back/down] effects after being hit by one.
Ok.
- Enemy Spell Immunity (0%-100%): Scales spell immunity from enemies being affected by all spell types to only one damage type hurting certain enemies (for instance)
Please don't go overboard with immunities (in general, not limited to damage type), that's just frustrating : you didn't get the right build, too bad, you'll just have to auto-attack this fight to its conclusion !
Also, please don't make ordinary human beings immune to an elemental type (unless there's a plot justification behind it, somehow).
- Potion Usage (On/Buff Only/Off): Determines which types of potions, if any, a player can use
Sounds bad. Don't restrict item/power use based on difficulty. Putting limits or toning down the effect might be better, but even then... usually, only on the harder difficulties will players even consider using stuff that is not cookie-cutter (traps, poisons, grenades, special potions...).
- Ability Cooldown (50%-300%): Determines how long player abilities stay on cooldown
I don't think it's a very good idea, because players who play on higher difficulties will tend to use their abilities more 'optimally' and have mor eneed for it based on the previous points alone. Players enjoying a lower difficulty setting might be overwhelmed by too many abilities being always ready, or they may not see any reason to use more than a few to get through anything. Overly long cooldowns don't make anything fun either.
- Potion Cooldown (0-360 seconds): Determines how long potions remain on cooldown after being used
- Enemy Cooldown (50%-300%): Determines how long enemy abilities stay on cooldown
Why not...
Try to reach a coherent equilibrium though, at some point around the harder difficuties, player and (elite) enemy cooldowns should be about the same. Bosses can cheat the rules if need be.
- Out-of-Combat Cooldown (0-100%): Determines how long abilities stay on cooldown if you are out of combat.
I'd drather not have out-of-combat cooldowns.
- Pause (On/Off): Determines whether a player can pause the action at any time during the game
That sounds irritating.
- Out of Combat Health Regeneration (0-100%): Determines how fast HP is regenerated while out of combat.
Can't see a reason for that. Either you regenerate completely and the game is balanced around that, or you don't regenerate at all, and again the game is balanced around that. If you can regenerate quickly out of combat, the I'd rather it be very fast, no point in waiting.
- AI Tactics (On/Off): Determines whether AI tactics are locked or not [forcing users to play all companions]
Sounds like more annoyance than difficulty
Anyways, if you can think of anything else or have comments on these things let me know. Again, this is just a curiousity and DOES NOT reflect ANY plans for the franchise at present or in the future.
- Priority targetting : enemies are much more likely to go for the weakest/more dangerous party members first.
- Merciful dice rolls : on easier difficulties, attacks against a player character that is low on health do less damage than they should, or have a chance to miss completely, giving the player a little more time to react
Modifié par _Loc_N_lol_, 23 mars 2011 - 12:56 .