Except, there's a big, huge, massive, omnipresent mechanic in the game that DOES use PRECISELY that sort of mechanic: AOE damage over time. It's even worse if you play on nightmare, I assume, because then you've got friendly-fire AOE damage.
Think about this for a second. Does it make sense to design a game where moving people around rapidly in a coordinated manner is problematic, error-prone, and just plain annoying, and then have mechanics where you HAVE to do this? It'd be like playing a game where they implemented a clunky half-assed jump largely so you could clear obstacles without a lot screwing around, and then halfway through the game there's a big section where you pretty much have to platform and fight at the same time. Oh, look, Fallout 3. (They put platforming in some of the expansions, and it sucked.)
Even on Origins the AOE DOT effects were seriously screwed up--either they were worthless (death cloud), or they were broken (Storm of the Century). Also, why did enemies with Death Cloud do 10x as much damage as my companions when they used that spell? I had the same problem with Curse of Mortality, too. I use it on mobs, they take like 2 damage per tick. They use it on me, 40 damage per tick. WTF.
And don't get me started on the fight with Corypheus. He wasn't the threat there, the ****ty pathfinding was.
I really think it's be better to scrap AOE DOTs altogether and focus on other mechanics that work in a different (and more fun) way. Either that, or put in a mechanic whereby when you're moving all characters at once, they really do move all together as if you were moving just one person, and then when you go back to having one character as your focus, they resume moving independantly.
Addendum: it occurs to me that one big contributor to this problem is the friggin' stupid way they do resistances in the game. There's an entire LITANY of problems.
1. Diminishing returns. The more you raise your resist, the less use you get out of that raise. Oh, and because it's ALWAYS a percentage of damage, you'd have to raise it to absolutely STUPID levels before it has ANY useful impact on DOT.
2. Scaling. The higher level you get, the less you get out of whatever resist you have.
3. Gear. Very little gear in the game has any kind of resistance on it, and most of it has a mediocre level of resistance to ONE type of damage. There is NO resist all gear. Also, the resistance gear is pretty much universally crap for anything OTHER than resistance and thus isn't worth wearing. The resist runes only go in a very small number of gear pieces and lock out runes that are much more valuable.
4. Spells/abilities. If they grant resistance, it's either negligible or it locks out some other important ability.
5. Potions/temporary boosts. Oh wait, these didn't exist.
DDO, on the other hand, has a system that works pretty well. (I'm not recommending this system exactly, only saying that it meshes well with the way elemental damage works IN DDO.) There are four types of elemental damage reduction:
1. Resistance, which takes a certain amount of damage right off the top. Generally the best you can get out of this is 30, although there are some items/special abilities that can allow you to get 40 or 50 resist. This is a high enough level that you don't take much damage from AOE DOTS, but you'll still take a lot of damage from the big targeted spells, which at higher levels and difficulties can do 400-600 damage in one shot.
2. Saving throw, which, if you make it, halves the damage. If you have evasion (class ability), you take no damage (if it's a reflex save, which 90% of the effects that do magical damage are). If you have improved evasion (higher level class ability), you take half damage even if you FAIL the save.
3. Protection. This comes only from a spell, but it absorbs 120 points of damage. So it'll reduce even big attacks to a manageable size.
4. Absorption. Takes off a percentage (usually 33 or 50%) of whatever damage makes it past resist/protection.
It works really well. Pretty much any class can assemble a collection of gear/buffs to enable them to live through the nastiest attacks. And if you don't bother, you go squish very rapidly.
Modifié par PsychoBlonde, 31 mai 2012 - 07:37 .





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