![]() ![]() Keep the threat level as high as you wish - but the threat need to be a manageable one. ![]() I propose that volatile blood be dealt as 50% attack damage and 50% spell damage with the possibility that the chosen element only accounts for 50-75% of the total damage and the remainder is split evenly by physical and chaos damage (I suspect volatile bloods already deal physical damage but none of my testing was conclusive). Do not get hit - disgraceful designĢ) Have sufficient HP/ES + Resists - Great design, in the right settingĮxiles need to have options to be presented with meaningful decisions such that when they die it is as a result of their own choices and not some cheap gimmick. I don't know to what extent things will be shaken up in 1.4 but as things are now, Volatile nemeses need some developer attention.Ĭurrently, there are only two ways to survive an encounter with a volatile nemesis:ġ) Do not encounter them (lol). In a game where synchronisation is an endless battle, this is unforgivably woeful design. ![]() Volatile nemeses blood damage is dealt as some mysterious unavoidable damage type. ![]()
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