New Difficulty - What would you want?
#51
Posté 22 mai 2015 - 03:12
#52
Posté 22 mai 2015 - 03:17
Hmmm . . . if my necromancer notices an ally about to die, she could make him her little purple pet. Dance, puppet, dance.
- Da_Noobinator aime ceci
#53
Posté 22 mai 2015 - 03:58
#54
Posté 22 mai 2015 - 04:01
Ideally IF a new difficulty came out it might come with other boosts such as more weapons or changes to how armor works. This plus the newly added weapon upgrades would probably boost everyone up a difficulty from what they're currently at.IMO the community as a whole is not ready for a difficulty above perilous. With respect to folks on the leader boards and dedicated 4 man groups who play together regularly, most pugs can not get through perilous without a Virtuoso spamming right bumper until their controller breaks. Adding a new diff with more xp payout is going to widen the gap between the top and the rest of the community. Im not talking about getting through it one time, im saying very few could grind this difficulty religiously for promotions. I know we're all hungry for new content but if you can't beat perilous now without a Virtuoso do you really think you can grind an ever harder difficulty??
At least that's how I hypothetically see it
- DragonRacer et RockTheUniverse aiment ceci
#55
Posté 22 mai 2015 - 04:03
- ottffsse aime ceci
#56
Posté 22 mai 2015 - 04:05
New players don't need to worry about the new difficulty. But the Leaderboard community needs something to keep our interest in the game.
#57
Posté 22 mai 2015 - 05:35
Ideally IF a new difficulty came out it might come with other boosts such as more weapons or changes to how armor works. This plus the newly added weapon upgrades would probably boost everyone up a difficulty from what they're currently at.
At least that's how I hypothetically see it
How would you acquire these new weapons? Via the 1/10000 drop rate from chests? I don't see that as being feasible for boosting the player base into a new difficulty.
#58
Posté 22 mai 2015 - 06:38
As long as my promotion points do not become.....pointlessIdeally IF a new difficulty came out it might come with other boosts such as more weapons or changes to how armor works. This plus the newly added weapon upgrades would probably boost everyone up a difficulty from what they're currently at.
At least that's how I hypothetically see it
What is the point of boosting everyone? Better off not even making a new difficulty at all.
I look forward to seeing what you come up with
#59
Posté 22 mai 2015 - 07:11
Ideally IF a new difficulty came out it might come with other boosts such as more weapons or changes to how armor works.
This is huge point of scaling here. Armor in MP doesn't do much of anything. Changing the armor scaling with difficulty would be nice like how it works in SP.
- Reduces damage by X points when attacked by melee or ranged physical attacks.
- X = 1 (MP); 2 (Nightmare) (will test Casual, Normal and Hard soon)
This might help alleviate some of the scaling issues. That and adding new armors (possibly harder to obtain than just crafting or pickingout of a chest) for the existing classes with higher AR on them.
#60
Posté 22 mai 2015 - 09:05
The abilities in multi-player mode begin to be different from those in single-player mode. This is what I expected and appreciate.
Now the next step is to have some enemies who are also different from those in single-player mode, i.e., with different abilities/appearances/etc.
- Da_Noobinator aime ceci
#61
Posté 22 mai 2015 - 09:13
Ideally IF a new difficulty came out it might come with other boosts such as more weapons or changes to how armor works. This plus the newly added weapon upgrades would probably boost everyone up a difficulty from what they're currently at.
At least that's how I hypothetically see it
Do you know Diablo 3 and its leaderboards for Greater Rifts? Not just one difficulty, infinite difficulties. Is it possible to implement that system? Balancing the damage and HP of the enemies (more HP, less damage).
Exemple for EU:
http://eu.battle.net...a/3/rift-team-4
#62
Posté 23 mai 2015 - 12:05
Ideally IF a new difficulty came out it might come with other boosts such as more weapons or changes to how armor works. This plus the newly added weapon upgrades would probably boost everyone up a difficulty from what they're currently at.
At least that's how I hypothetically see it
And yet the tier 3 weapon upgrades can't be used on most of the top tier weapons, so that's supposed to boost player effectiveness how?
#63
Posté 23 mai 2015 - 02:18
Mages would not be screwed over. Any tanks or warriors up front would be screwed over. Pull of abyss +lightning cage +walking bomb would still cause obliteration. You would have all mage parties classic keeper AW necro ele or for variation zither parties all day. Also archers. Under ff on. Crowd movement would be come very important though so no use playing that without classes which can just make sure enemies never get close. Juggle between pull static cage and wall of flame fire storm. Basically in pugs it would mean either all ranged easy mode or all warrior assassin challenge mode most likely. Yeah but in wave 4 of FC or wave 5 it would get funny unless said party can create one or two battle fronts to control otherwise even more wipes in any case.
Well sure, but what you're describing is people reacting to an added feature by controlling, restricting and/or limiting their actions - or, in other words, increasing the difficulty of the game. In perilous you usually don't just run in with a Reaver, start hitting things and hope for the best. You have to play smart. Same deal with a new difficulty, same deal with friendly fire - people have to react, adjust, and develop new strategies and tactics. I'd argue more so with friendly fire.
As for the specific strategies you suggested to easily bypass friendly fire, sure, they'd probably be quite effective. But in practice, casting any skill that remains on the battlefield for a duration (wall of fire, firestorm, pull of the abyss) essentially locks down that area for the team as well - now they can't traverse it without likely death. Not as much of a problem on larger maps like Fereldan Castle. In smaller rooms on the other three maps, though, people would have to react very differently to achieve the same result. This is only one variable. I'm not arguing that there aren't more effective ways of dealing with friendly fire, but I am saying that it presents a new mechanic that will create dynamic reactions from players depending on their situation.
Also, everything you said is a perfectly viable strategy now, without friendly fire. Friendly fire would only make it more difficult, even if only slightly in certain situations (like a full mage party, as you said, on the open areas of Fereldan Castle), and more drastically in other situations (varied team composition, Orlesian Chateau). Mind, running a full mage party has consequences, like being unable to open 2/3 of treasure rooms. At the end of the day, I would expect people to play the game with classes they find fun, which usually means varying the classes an individual plays to some degree. This means that A; full mage lobbies would be rare, and B; they likely wouldn't last many games before people change class. This assessment is only based on personal experience, mind.
I'll admit that when I said that mages would be screwed over, I was assuming that they'd tactically respond to the composition of their team (so if someone wants to play the Katari, because it's fun, then they'd spam Wall of Fire less). In all probability, friendly fire would likely only really be toggled on in matches with friends, instead of PUG matches.
The reason I'm still advocating it, despite the fact there will be more games with it turned off than turned on (just as there are more threatening games than there are perilous), is because it seems like it would be a fairly easy to implement method of increasing difficulty in a completely optional way. It could be straight up stolen from singleplayer, and adjusted to accomodate the new character's skills. And, unless it would take more effort to include than I am envisioning (in which case I'd stand corrected), there really doesn't seem any reason not to include a friendly fire toggle in the settings menu of multiplayer lobbies.It's not like people are forced to turn it on, and if they do turn it on, it would certainly make the game more difficult (the whole point).
Adding friendly fire would ensure that no one would use the new difficulty.
I disagree, people would want to play the new difficulty for increased XP and gold. But I completely agree that friendly fire should be a toggle in the settings menu for the host of the lobby, on all difficulties (inlcuding any new difficulty introduced), instead of being the defining factor in a new difficulty in its own right. That's still directly related to making the game more difficult.
Hmmm . . . if my necromancer notices an ally about to die, she could make him her little purple pet. Dance, puppet, dance.
Hahaha, I never thought of that! That would be amazing! :3 Haha although I realise you're joking, just to clarify for those who haven't played with friendly fire on in the singleplayer, you can't actually target your friends (so cycling through targets will still only target enemies). It mainly makes area of effect abilities more difficult to use.
#64
Posté 23 mai 2015 - 02:36
- Da_Noobinator aime ceci
#65
Posté 23 mai 2015 - 03:20
I would find it interesting if they did something like ME3 Plat matches. You would fight a mix of Red Templars and Demons. It would certainly up the difficulty considerably.
The final boss could be a corrupted high dragon with Red Templar adds. Sadly it would almost require a regular group to coordinate that, but it would be awesome.
- Da_Noobinator aime ceci
#66
Posté 23 mai 2015 - 04:53
I want something where the more promotions you have for a single character the stronger that individual character can be. Like if you only promoted the keeper 3 times then she's really weak, but if you promote her up to 30, she becomes a decent, strong character. The whole universal promotion thing is boring and doesn't require you to work with each character.
I like this.
#67
Posté 23 mai 2015 - 05:06





Retour en haut







