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Suggestion for a new difficulty


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45 réponses à ce sujet

#26
Drasca

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New difficulty setting:

Dance Dance Inquisition. Must defeat enemies through interpretive, and ever competitive dance-offs.

 

Burn-Baby Burn, Disco Inferno, on Destruction DLC maps

 

Break-Dance against Venatori Stalkers

 

Electric Slide with the Pride Demons

 

Swing Dance with the Venatori Commander

 

All accompanied by your favorite Tavern songs.


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#27
sonofbarak

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Why does everybody thinks they need an award for  less effort as possible, grow up people. :ph34r:



#28
Jpudify

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New difficulty setting:

Dance Dance Inquisition. Must defeat enemies through interpretive, and ever competitive dance-offs.

 

Burn-Baby Burn, Disco Inferno, on Destruction DLC maps

 

Break-Dance against Venatori Stalkers

 

Electric Slide with the Pride Demons

 

Swing Dance with the Venatori Commander

 

All accompanied by your favorite Tavern songs.

Duelist and her Tango got this covered.

 

2Easy.



#29
Sulaco_7

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Luke said he's looking into adjusting stat scaling (soft caps)... If this change comes about I don't think a no promotion difficulty level is needed.

#30
Piffle

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So horde mode is off the table then? :/

 
I'm all for horde mode. And with the continuous spawning mobs, throw in dragons and the bosses as well. I just think to ensure the difficulty doesn't degrade as you promote, promotions should be ignored for this new mode/difficulty.
 

 

Luke said he's looking into adjusting stat scaling (soft caps)... If this change comes about I don't think a no promotion difficulty level is needed.

 

Interesting, can you link me to the post?



#31
nibyl

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I'm all for horde mode. And with the continuous spawning mobs, throw in dragons and the bosses as well. I just think to ensure the difficulty doesn't degrade as you promote, promotions should be ignored for this new mode/difficulty.

Or just make the waves infinite and each harder than the previous. There's no point in ignoring promotions for just one game mode, best way to do that at this point in my opinion would be to introduce a "HC mode" that can be played across all maps.



#32
Piffle

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Or just make the waves infinite and each harder than the previous. There's no point in ignoring promotions for just one game mode, best way to do that at this point in my opinion would be to introduce a "HC mode" that can be played across all maps.

 

And how are they going to make this mode HC? Give the mobs more damage and more health? This just means new players or players who purposefully kept their promotions low are going to have a rough time.



#33
nibyl

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And how are they going to make this mode HC? Give the mobs more damage and more health? This just means new players or players who purposefully kept their promotions low are going to have a rough time.

By hc mode I mean a mode where promotions are ignored. Then everyone could choose to play with or without promotions on any of the existing maps.



#34
Piffle

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By hc mode I mean a mode where promotions are ignored. Then everyone could choose to play with or without promotions on any of the existing maps.

 

And that's what I'm advocating  :)



#35
F_e_princess

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Just play with inquisition weapons or something



#36
LearnedHand

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I certainly welcome new challenges. Mostly I would like to see a fourth enemy type that would add some real challenging and new dynamics. Rather than scaled numbers I would like to see real counters, like barrier shredding enemies or enemies that can rebound some portion of ranged damage or untimely anti melee "rope a dope" enemies that drain stamina as you get close.

 

In the meanwhile though, uber promoted players should really try using the berserker weapons. I was doing some tests this morning with siege's end (2hd greataxe) and it slightly tops out/about even with dragon maul for highest damage when fully modded for crit damage. This was true for auto-attack crits and ability crits. I tested it against dragon maul, dragon great sword, and sulevin. Here were my average rough frontal damage numbers (65 willpower, Lv. 1 Katari):

 

Siege's end modded for full crit damage

auto-attack crit: 980

charging bull crit w/ability ring: 1900

 

Dragon Great Maul (not fully modded for cd hence I say about even above)

auto-attack crit: 800

CB crit w/ability ring: 1700

 

Dragon Greatsword (mostly cd and some cc mods)

auto-attack crit: 650

CB crit w/ ring: 1300

 

Sulevin 

auto-attack crit: 550

CB crit w/ ring: 1000

 

These numbers are rough averages and are not completely normalized since dragon great sword and maul were not fully specced for cd. Still, the rough order of highest to least damaging is what you would expect. This means that players will not sacrifice their own dps while using weapons that significantly add more damage received. For me, the damage I received from threatening felt more like perilous.

 

I wouldn't be surprised if the other berserker weapons were similarly balanced to now just edge out or be equivalent to the dragon weapons. So if perilous is a snore fest now for you, you have nothing to lose by using the berserker weapons while adding an "extra" difficulty setting.



#37
Apl_Juice

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It's a good idea, but I'm biased and am heavily against the concept of promotions. Playing with partial builds 100% of the time just so I can incrementally make Perilous into Threatening is not my idea of fun. The hard difficulty is supposed to be hard, that's why I play it.

#38
Stinja

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How about a "realistic" difficulty setting? Everyone only gets 1 or 2 hits before they die, and attacks that by all means should be instantly fatal are instantly fatal. Like real life, the one to get the first blow will be the one that typically wins.

Have you tried Bloodborne?  Not DA:I obviously, but similar to as you describe, and has co-op (kinda).

 

 

Luke said he's looking into adjusting stat scaling (soft caps)... If this change comes about I don't think a no promotion difficulty level is needed.

Another idea could be to lower the hard-cap per difficulty too.
 
So Routine gets the full 80%, while Threatening might give a max of 70%, Perilous 60%, Momentous 50%.  With the soft cap giving lesser returns inside those numbers too.
 
People with high promotions will still be better off than those without, but less able to trivialise difficulty, and evens out moderate promotion people too.
 


#39
Proto

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so do you want this to weaken yourself? or do you just want everyone else who has promoted like crazy to be weaker? or is it that you are tired of other people complaining about perilous being too easy?

 

I'm pretty vocal about not liking promotions on here but the entire premise of DAIMP revolves around it. to take this away now or change it up drastically is just gonna do more harm then good. so what if a few die hard fans who have put in insane amount of hours steam roll through new content. the question is does it bother you as a player? and if it does, just stop promoting its that simple. 

 

 

This makes the new difficulty (whatever it is) more fair. It's still accessible to a newer player and the difficulty stays relevant no matter how many promotions you have. The only things that veteran players have over new players are familiarity with the game and end-game weapons. The difficulty stays "balanced" so to speak even as more and more people promote.

 

I would love a new difficulty, one that is more challenging and offers further variety. All three dragons in zone 5? All three faction bosses in Zone 4, followed by all 3 dragons in Zone 5? Sounds great to me.

 

I also would love to be able to play public games when friends aren't online. My promotions are high, but not out of this world high. More often than not the players I get matched up with in public games would be hard-pressed to extract without the help of my "promoted/geared/experienced player behind the controller" toon. Perilous is tough, if not too tough for the majority of DAMP's player-base. I played mage characters almost exclusively when I first started multiplayer because I realized pretty quickly I couldn't hack it in Threatening much less Perilous with the Warrior and Rogue characters. Not so much because my promotions were lacking, but because my knowledge of the game and gear just weren't up to par. 

 

Which do you think would be more effective? A player with 30/30/30 using mid-tier weapons and no accessories. Or a 10/10/10 with BiS Amulet/Rings/Belt/Weapons? I know which scenario I would choose...

 

When promotions were whacked out during the Dragon Slayer DLC release, a couple buddies and I started out by doing some threatening dragon runs on the new characters, all of us at level 1. 

 

4 players, all experienced but using characters we'd never played before were able to extract on our first try, EASILY. Our stats were all in the 25/25/25 - 30/30/30 range. I would argue it was not the promotions that made threatening easy, it was our epic loot.

 

I highly doubt an average PUG could complete a perilous match if everyone in the party had 0 promotions, not because of the stats, but because the average PUG doesn't have 4 players with 100's of hours of game-experience and BiS weapons/accessories. This difficulty would be fun, but impractical. There just aren't enough players, at least not on Xbox One. Routine/Threatening/Perilous are just fine the way they are for the majority of the DAMP playerbase. I have a friend that enjoys playing when he's over at my place, and he still has a hard time on Perilous with my gear/promotions.

 

The players that want the new difficulty, and complain that Perilous is too easy are the ones who have 99% of the BiS gear, 100's of hours of experience playing the game and as a result a sizeable amount of promotions. Players that fit the description above, obviously started off with 10/10/10 and inquisition gear just like everyone else. They've already played their fair share of the "no promotion" difficulty you are proposing. I would probably still play it, and enjoy it. But, I don't see any "value-adding" component to such a difficulty. It would just further fragment the player base.


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#40
TheThirdRace

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Luke said he's looking into adjusting stat scaling (soft caps)... If this change comes about I don't think a no promotion difficulty level is needed.

Interesting, can you link me to the post?


I don't have the post, but I've read it. It was something like the first 10 Willpower would give 0.5% attack, but the next 10 would give 0.45% or 0.40%, the next 10 would give 0.40% or 0.30% and so on. That would make it more reasonable with high promotions without affecting so much those with lower promotions. It does make sense to close up the gap between the 2 extremes for the sake of making it easier to balance...

#41
rich

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A few other ways to spice things up in the new difficulty level could be to: 

 

1)  Give select mobs special abilities such as dispel (ie to remove barriers on PC's), walking bomb, firestorm, broadsides, hidden blades, AW-style barrier on hit 

 

2) Remove choke points which allow only 1 mob to pass through at a time, such as the ladders. These ladders make perilous too easy to be honest, regardless of promotions.



#42
Johnsen1972

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I really hope Luke can answer this, because I think you guys are looking into adding another difficulty  ;)

 

Is there anyway to ignore promotion stats on the new difficulty? So, in the new difficulty, the game would treat your promotions as 0 regardless of what the actual numbers are. That way all players start on the same ground stat-wise, regardless of how long they've played the game.

 

If this isn't possible, is there a way to nerf the effects of promotions at all? Ideally diminishing returns but not looking for anything complicated, just a linear reduction formula works too.

 

Thanks!

 

Before you do that, balance the classes first. pretty much all melee classes could use some survival buffs and those classes without a barrier like the Necromancer. And btw: Why not remove all the phat loot people gathered over the last months and just allow inquisiton weapons?  :P



#43
Zantazar

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Ok so we have new difficulty which ignores promotions.
So what's the reward for doing it?

Exactly.

 

I am not that high in promotion stats, but I do take them into account when playing the game. And, I enjoy, yes, I enjoy "chasing" the promotion levels. My con is at 20, will at 85, and cun at 22. I will be playing my Avarr a lot more in order to raise the con stat. Every player has a choice, but the game has been designed around a promotional system, those that say this was not intended are in my opinion very nieve. The designers are not stupid, they knew exactly what the were doing.

 

So, a new area where current stats are all set back to 10/10/10. Any xp?

 

If yes, on completion of this new area how much xp? Currently completing routine solo around 5,000, threatening around 13,000 etc. so how much xp for this new area? Let us say it is 5,000 similar to routine. You go in with a mage level 19 with 25 willpower and require 3,000 points to level 20. On entering your willpower is reduced from 25 to 10 for this zone You then complete, leave, reach level 20, promote, and gain 1 willpower which is now 26. If you go back in your willpower is now reduced from 26 to 10. So, this way it is rather like a "sports handicap", a temporary nerf whilst in this zone. Unless they make this zone really interesting with unique rewards, the only players I can see using it regularly are ones with "lowish" stats.

 

If there will be no xp, well to me it is a no no, unless there will be a chance of grabbing some items/upgrades that you cannot otherwisw attain. Even then, I would personally not be keen on that kind of scenario.

 

I agree that the game could do with another level, and a "horde mode" does sound interesting. My idea would be to stop xp gain in that mode, BUT RETAIN the existing stats for all players. Rewards given out for completing various stages. This way all players will benefit, low stat players get a new area that they can gradually progress in and receive rewards for advancement. Also, high stat players will obviously get further before being wiped.

 

On a side note, for players interested in rankings, why not create prestige league tables for rankings based on the sum of your stats. We all start with 10/10/10 i.e 30 points. So the first table could be capped at a total of 50 points, then the second at 100 points, and so on. That way the "die hard 25 hour a day mega point" players can have their own super league that 99% of us are not really interested in. The player with say 17/12/20 i.e 49 points and does not promote further but achieves many of the goals in the multiplayer game could be at the top of their league. Their prestige points could be a lot higher than a lot of players in the next league.

 

This could discourage some players from not promoting beyond their table's cap, and increase the amount of teams consisting of level 20 players. Many players automatically promote at 20 and never even use the extra ability point that they have just gained. If I am honest, I currently fall into that category.

 

To sum up, all I am trying to say is that there needs to be some sort of incentive. Be it gold, items, competitive ranking etc.



#44
AbyssMessiah

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I don't have the post, but I've read it. It was something like the first 10 Willpower would give 0.5% attack, but the next 10 would give 0.45% or 0.40%, the next 10 would give 0.40% or 0.30% and so on. That would make it more reasonable with high promotions without affecting so much those with lower promotions. It does make sense to close up the gap between the 2 extremes for the sake of making it easier to balance...

So it`s basically the introduction of the MMO concept of "diminishing returns", where, past a certain value, it is simply not worth investing more points, or having a really ridiculous requirement for a 0.5% gain afterwards, making an artificial "soft power creep cap". 

 

Not a bad idea :)



#45
mmmidnight

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I would guess the right to call oneself skilled rather than having too much time on one`s hands :)

They only have to look in their backyard, at SWTOR and make mechanics more complicated, as opposed to adding multipliers to HP and DMG.



#46
mmmidnight

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You would still have to put in time to beat this new mode and the same people would be beating it because they have the time. It sounds like you are trying to find a way to crack the leaderboards.