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#11827 Dec 04 2011 at 1:41 PM Rating: Good
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Somehow, they are significantly less terrifying though. They remind me of spiders, but they aren't spiders. And that's good.
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#11828 Dec 04 2011 at 1:48 PM Rating: Good
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You know that Skyrim mod that replaces all spiders with other enemies?

I want to see a mod that replaces all enemies with spiders. Can you imagine hearing a roar, looking up, and seeing a dragon-sized hellspider swooping down and breathing fire on the unsuspecting populace? That would be awesome.
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#11829 Dec 04 2011 at 1:51 PM Rating: Good
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IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
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#11830 Dec 04 2011 at 3:44 PM Rating: Good
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idiggory, King of Bards wrote:
I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting I'm not listenting



Yet you are in the Loves Spiders Thread.
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#11831 Dec 04 2011 at 3:46 PM Rating: Good
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Give one a hug!
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#11832 Dec 04 2011 at 5:25 PM Rating: Good
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Wow... I just now saw the new talent system in MoP for the first time. I'm fairly certain that I can say, accurately and positively, that I will never be returning to WoW.

There hasn't been a single aspect of this expansion I've seen that I thought looked even remotely interesting. But most just made me indifferent--this one actually makes we want to not play.

I just don't get the logic. They make everything that talent trees represented standard and universal, then give you a few choices to make regarding abilities? What happened to that feeling of tailoring a toon to what YOU wanted? Even worse, glancing through a few class' trees shows that the talents are largely about PvP. Mages, really? EVERY final talent is just a change to POLYMORPH?

Yeah, I'm out. Thanks for removing all ambivalence about moving to TOR, Blizz. Especially when that game is seeming to be largely about malleable group configurations with classes that function very differently in the same roles. As of right now, it's totally realistic for a healer or tank to really concentrate on working out a balance of healing/offense/survival that they want. And it's totally legit to do so.

Seriously, BioWare is making it so that every class/spec can actually be tailored to personal wants/needs and for them to work well. WoW is doing that... by taking away all value from those choices (outside of PvP, I suppose).
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#11833 Dec 04 2011 at 5:48 PM Rating: Excellent
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idiggory, King of Bards wrote:
Yeah, I'm out. Thanks for removing all ambivalence about moving to TOR, Blizz. Especially when that game is seeming to be largely about malleable group configurations with classes that function very differently in the same roles. As of right now, it's totally realistic for a healer or tank to really concentrate on working out a balance of healing/offense/survival that they want. And it's totally legit to do so.

Seriously, BioWare is making it so that every class/spec can actually be tailored to personal wants/needs and for them to work well. WoW is doing that... by taking away all value from those choices (outside of PvP, I suppose).


The problem with hybrid builds, especially when you consider that an instance party in ToR is only 4 characters, is that one of two things will happen. Either the instances are tailored towards specialists and your hybrid won't be able to succeed, or the instances are tailored towards hybrids and your specialist is bored.
#11834 Dec 04 2011 at 6:10 PM Rating: Good
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In my experience, it was neither. I tried it both ways--healing an instance by exclusively healing, and healing an instance by jumping between both damage and healing. The key thing to note was that, while I was definitely worse at doing damage than someone else, I still dealt good damage. When I saw that me fighting reduced combat time, it really did reduce combat time. So it was really left up to me to choose how I wanted to play--I didn't feel encouraged to do either at large. There are definitely points where one or the other are preferred for a short while, but nothing absurd. After a heavy AoE attack from a boss, you aren't going to be doing damage, obviously. And there are times when there's just no reason not to do damage, because there just isn't enough incoming damage (like when you only have 1 or 2 enemies left from the pack).

But MOST fights definitely supported either play style, in what I played. It's true that all players are going to have times when they are just doing damage (since all healing classes can attack from a range, and without using resources). The difference is in how much a player wants to help by being a medic, and how much they want to help by gunning enemies down is actually a decision they get to make--it isn't one or the other.

Also remember that CC is built into every class as a standard tactic. Many of your damaging abilities will include some CC, which helps get players to use them. The number of dedicated CC abilities are few--most have other desirous affects attached.
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IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
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#11835 Dec 04 2011 at 6:16 PM Rating: Good
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idiggory, King of Bards wrote:
Somehow, they are significantly less terrifying though. They remind me of spiders, but they aren't spiders. And that's good.
Now think about what their function is. To impregnate living beings to birth chestbusters that eventually grow into the xenomorphs. They wrap their appendages around someone's or something's head and insert the seed down their throat. Without consent. They face rape.
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#11836 Dec 04 2011 at 6:40 PM Rating: Good
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Still less horrifying than spiders.
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#11837 Dec 04 2011 at 6:56 PM Rating: Good
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I would imagine a giant face raping spider would be slightly more horrifying than a regular sized one.
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#11838 Dec 04 2011 at 7:34 PM Rating: Good
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Ah, but it's not a spider. Smiley: schooled

Spiders will rip your soul to shreds.
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IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#11839 Dec 04 2011 at 8:40 PM Rating: Good
Horsemouth wrote:
IDrownFish wrote:
Just wait until you find out there is an afterlife, and it consists of nothing but endless spiders forever.

Have fun trying to sleep now.


LOL

I'm going to make a funny



Oh Horse. You're so mean. Smiley: lol
#11840 Dec 04 2011 at 8:42 PM Rating: Good
Digg, keep in mind that Blizz is still in the early alpha stages and from what I've seen, it doesn't even look like they've touched mages much. I'm going to wait until we're at least in beta (and I have the chance to actually try things out) before I reserve judgment as to whether or not I'll be playing in MoP.
#11841 Dec 04 2011 at 8:57 PM Rating: Good
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Generally speaking, if info this specific is released, and launches with its own talent calculator to go with it, they are pretty certain that it's going to be very close to the system they intend to end up with. I wouldn't trust the fine details, but it's unlikely that we are going to see a large scale overhaul. Though it wouldn't surprise me if they just kept the current system. I hate that one too, for many of the same reasons, but it's less stupid overall.

The specifics of the talents don't actually mean much, anyway. The way they've handled the game since late Wrath has, frankly, been awful. They lost TWO MILLION subscribers this year. And it isn't at all surprising why. I mean Cata turns one year old in 3 days... Yeah.

I still can't help but feel that MoP is one big prank, anyway. Pandas, Mulan art and colors, and making it a highlight of the Mage class that you can turn twice as many things into sheep as before? WoW always had a lot of humor in it, but it was always muted and in the background. It's really hard to care about a world-wide war when everything seems to be a big joke.
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IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#11842 Dec 04 2011 at 9:11 PM Rating: Excellent
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idiggory, King of Bards wrote:
In my experience, it was neither. I tried it both ways--healing an instance by exclusively healing, and healing an instance by jumping between both damage and healing. The key thing to note was that, while I was definitely worse at doing damage than someone else, I still dealt good damage. When I saw that me fighting reduced combat time, it really did reduce combat time. So it was really left up to me to choose how I wanted to play--I didn't feel encouraged to do either at large. There are definitely points where one or the other are preferred for a short while, but nothing absurd. After a heavy AoE attack from a boss, you aren't going to be doing damage, obviously. And there are times when there's just no reason not to do damage, because there just isn't enough incoming damage (like when you only have 1 or 2 enemies left from the pack).

But MOST fights definitely supported either play style, in what I played. It's true that all players are going to have times when they are just doing damage (since all healing classes can attack from a range, and without using resources). The difference is in how much a player wants to help by being a medic, and how much they want to help by gunning enemies down is actually a decision they get to make--it isn't one or the other.

Also remember that CC is built into every class as a standard tactic. Many of your damaging abilities will include some CC, which helps get players to use them. The number of dedicated CC abilities are few--most have other desirous affects attached.

There's a big difference in things working in a leveling instance, when most people won't have a dedicated tanking/healing spec, and at end-game, when people can actually start to specialize.
#11843 Dec 04 2011 at 9:17 PM Rating: Excellent
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idiggory, King of Bards wrote:
Ah, but it's not a spider. Smiley: schooled

Spiders will rip your soul to shreds.

Just out of curiosity, what do you and Maz do when you pull Deadmines for your random heroic and you get to the Helix Gearbreaker nightmare?
#11844 Dec 04 2011 at 9:57 PM Rating: Good
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AstarintheDruid wrote:
There's a big difference in things working in a leveling instance, when most people won't have a dedicated tanking/healing spec, and at end-game, when people can actually start to specialize.


You are approaching endgame like you would WoW, and you probably shouldn't. Yes, on the hardest fights you are going to be primarily healing. But if you forget everything else in your bag of tools, then you aren't playing properly.

Troopers have a very limited resource called ammo. Your two major heals take 2/3 of those points, and you only have something like 12 of them (and I don't remember the rate they regenerate at). You get a passive mode that lets your basic, non-ammo shot regenerate ammo. And it also becomes a heal when used. But it's a very weak heal. Most players I've talked to who have tried the later content have reported that spamming it on the tank while using a heal on him every few CDs, spot healing the rest of the group (or using a grenade) and then using their CC damage abilities the rest of the time (I know of two--a grenade that knocks everyone around the target it sticks to down, unless they are too powerful, and a mortar-like ability that will also knock enemies down when it hits. Wait, 3, there's also a freezing grenade).

Only in burst periods do they spam healing abilities (which means using ammo-recovering cooldowns, since you CAN'T spam your real heals). But they also said that they tended to overheal the tank a decent amount, and that they could afford to spend more time doing damage if they were willing to sacrifice some security.

AstarintheDruid wrote:
idiggory, King of Bards wrote:
Ah, but it's not a spider. Smiley: schooled

Spiders will rip your soul to shreds.

Just out of curiosity, what do you and Maz do when you pull Deadmines for your random heroic and you get to the Helix Gearbreaker nightmare?


I don't play WoW anymore, that's how. And I make my followers kill them in SKyrim.
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#11845 Dec 04 2011 at 10:21 PM Rating: Good
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So... you heal people with bullets?

eta: I liked KOR. I really did. It did some things that a lot of MMOs really should be doing too. It's just the Star Wars thing, honestly. Their games just aren't for me.

If it weren't Star Wars, I would have been all over that as my next MMO. I guess I'm just much more a fantasy guy than a sci-fi.

Edited, Dec 4th 2011 11:23pm by IDrownFish
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#11846 Dec 04 2011 at 11:01 PM Rating: Good
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You... don't like Star Wars?
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lolgaxe wrote:
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#11847 Dec 05 2011 at 1:23 AM Rating: Good
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No, I love the movies.

I just don't like the games, the books, basically the expanded universe.

Especially the games. One thing that never made sense to me was how lightsabers had to be treated in games, or else they would completely break mechanics. Lightsabers can cut through almost anything, right? Barring examples such as another lightsaber or "certain materials", like unobtanium, the rare mineral pulled from the far reaches of the author's ***. Well, how do you apply that to a video game? All lightsabers are roughly equal in "damage" inflicted, in that they will all burn through whomever they are used against like a blowtorch through jello. How do you make it so that some lightsaber you get at a higher level is any better than the one you started out with? I cuts the same, doesn't it?

This works for me in fantasy because fantasy allows magic. Magic weapons, magic spells, etc. In TOR, how do you have people in PvP need six or seven (or how ever many) hits by a lightsaber-wielding ******* before the person dies, when in the movies it's just a slice in half?

My problem with Star Wars non-movies is that the lightsabers and the Jedi are portrayed as the end-all, be-all best weapon in the galaxy far far away, and you really can't make other things as powerful without the author doing all kinds of acrobatic pirouettes off a doorknob through flaming hoops that are also actively avoiding you.

I guess, as weird as it sounds, Star Wars games stretch my willing suspension of disbelief past the breaking point, while fantasy games don't.

Do I like Star Wars? Hell yes. The movies are classics. But I want it to stay there, in the movies. KOR has some things lined up that will revolutionize MMOs, I think. But I don't think I'm going to be there, just because of what I've said.

And I'm kind of sick of Star Wars, honestly.
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#11848 Dec 05 2011 at 3:36 AM Rating: Excellent
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I was in a group yesterday for the new heroics and our pug druid managed 10k dps on the hourglass boss, with heroism, 10k.

His gear was decent, lowest item(s) 353ilvl, all gemmed and enchanted and caster gear. He was casting all the time, but I can only imagine that he wasn't casting the correct spells in eclipse.

My Fire Elemental managed 2-3k (can't remember which), if there hadn't been so much damage on the tank and melee I'd probably have managed more damage done than him.
#11849 Dec 05 2011 at 5:59 AM Rating: Good
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Quote:

Especially the games. One thing that never made sense to me was how lightsabers had to be treated in games, or else they would completely break mechanics. Lightsabers can cut through almost anything, right? Barring examples such as another lightsaber or "certain materials", like unobtanium, the rare mineral pulled from the far reaches of the author's ***. Well, how do you apply that to a video game? All lightsabers are roughly equal in "damage" inflicted, in that they will all burn through whomever they are used against like a blowtorch through jello. How do you make it so that some lightsaber you get at a higher level is any better than the one you started out with? I cuts the same, doesn't it?


This is not even remotely limited to Star Wars, though. Establishing materials that are resistant to lightsabers and blasters makes complete sense for a lore base in which those are the primary weapon systems.

In fantasy games, for years, I have watched as I hacked at animals with weapons larger than them. There's only so many times you can hit a wolf, rarab, etc. before it becomes absurd that it isn't dead.

My "suspend disbelief" skills have become quite honed.
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Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
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#11850 Dec 05 2011 at 6:14 AM Rating: Excellent
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idiggory, King of Bards wrote:
You are approaching endgame like you would WoW, and you probably shouldn't. Yes, on the hardest fights you are going to be primarily healing. But if you forget everything else in your bag of tools, then you aren't playing properly.

Troopers have a very limited resource called ammo. Your two major heals take 2/3 of those points, and you only have something like 12 of them (and I don't remember the rate they regenerate at). You get a passive mode that lets your basic, non-ammo shot regenerate ammo. And it also becomes a heal when used. But it's a very weak heal. Most players I've talked to who have tried the later content have reported that spamming it on the tank while using a heal on him every few CDs, spot healing the rest of the group (or using a grenade) and then using their CC damage abilities the rest of the time (I know of two--a grenade that knocks everyone around the target it sticks to down, unless they are too powerful, and a mortar-like ability that will also knock enemies down when it hits. Wait, 3, there's also a freezing grenade).

Only in burst periods do they spam healing abilities (which means using ammo-recovering cooldowns, since you CAN'T spam your real heals). But they also said that they tended to overheal the tank a decent amount, and that they could afford to spend more time doing damage if they were willing to sacrifice some security.


Trooper's ammo recharge rate is faster the more ammo they have. Above 9, it's really fast; below 3, it's really slow. I played all the classes at least enough to get a feel for their mechanics, but I didn't want to go too far so I can play through the story when the game actually comes out. Looking at the skill trees, they seem to be pretty standard: lots of reasons to go 31 points in for the last talent, and very few reasons to go past the second tier in any other tree.

Don't get me wrong, when I played FFXI, I kept my Enfeebling as close to capped as I could on my WHM (unless there was a NIN or RDM in the party) on the theory that, if Slow/Para/Blind prevent even 1 hit, they were worth the mana cost. I would also sub BLM and ES+Sleep and adds that we got, MB with Holy/Banish when I could, and nuke when I could do it without wasting my mana or putting the tank at risk. Same thing in WoW, minus the enfeebling; I smite with my priest, throw lightning bolts with my (resto) shaman, and use MW procs for Chain Heal/Healing Rains when needed. My feral druid uses Tranquility fairly often, and my tankadin used HR on CD before they made it a cast-time spell.

What you're describing seems more like the developers saying "we don't expect healers to spend every GCD healing." That's fine, as long as the healing is still meaningful. If it becomes something where an enhance shaman can heal the whole group just by using his MW procs for heals, they might as well scrap the healing trees.

TL;DR, healers should use every tool in their tool box to prevent damage and keep people alive, whether that's by making fights shorter, using CC to limit the number of mobs dealing damage, or by being a heal-bot. If dedicated healers aren't needed, there's 0 reason to have them as a hybrid will do more damage and still keep people alive. If they are needed, hybrids probably won't work.

Also, I do plan on playing ToR at some point, although I'll probably skip launch month. The stories for each class have been interesting enough to make for a good semi-single-player game, even if I might not like the group dynamics at later levels or the end game. I also like what they did with crafting.
#11851 Dec 05 2011 at 6:15 AM Rating: Good
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IDrownFish wrote:
One thing that never made sense to me was how lightsabers had to be treated in games, or else they would completely break mechanics. Lightsabers can cut through almost anything, right? Barring examples such as another lightsaber or "certain materials", like unobtanium, the rare mineral pulled from the far reaches of the author's ***. Well, how do you apply that to a video game? All lightsabers are roughly equal in "damage" inflicted, in that they will all burn through whomever they are used against like a blowtorch through jello. How do you make it so that some lightsaber you get at a higher level is any better than the one you started out with? I cuts the same, doesn't it?


You can apply this to fantasy games as well. Why does a level 85 bow do more damage than a level 10 bow? Both shoot arrows and taking an arrow to the face would kill, or seriously wound, you regardless of the bow used. Same with swords. Doesn't matter if you're using a level 10 sword or a level 85 sword, both should, realistically, do the same amount of damage if you hit someone in the face with it.

Basically, you should only have to hit someone once or twice with a sword to kill them. Maybe three or four times with a blunt weapon. One shot from a gun should bring most targets to their knees. A critical hit/shot should one-shot the target.

IDrownFish wrote:
This works for me in fantasy because fantasy allows magic. Magic weapons, magic spells, etc.


My Warrior doesn't use magic and his sword isn't even enchanted (even if it was, the enchantment would return health, not slice the opponent to pieces).

Enter health pools.

These red bars are used to circumvent the entire "one-shot by a bullet/axe to the frontal lope" issue that would make certain classes more overpowered than they already are. Health pools are completely unrealistic, but needed to avoid stuff dying in one or two hits.

Alternatively, everyone should be near avoidance capped, but fights that go...

miss
miss
dodge
parry
parry
dodge
miss
dodge
miss
parry
hit
*You get 10 xp*

...would likely be boring.

Sure, it sucks that hitting someone with a lightsaber doesn't slice them in half like it "normally" would (lul, focused light beam that ends in mid-air), but that's how most games work these days. Even shooters use health bars, although a lot of them have gone over to the "screen turns bloody for 20 seconds as the player super-heals" mechanic. Technically, barely missing someone with a Barrett M95 in a shooter should still get you a kill. You don't have to shoot someone in the face with a .50 cal high-powered rifle to kill them. Just hit in the near vicinity of their body and they'll get torn to pieces.

That's not how games work, though. That's why they're games.
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