So what do we have?
As tool of mission scaling I mean.
damage dealt -90%
damage received +400%
What does that tell us?
It means you are playing with a weaker and weaker character the higher you get in difficulty.
The concept of difficulty is not something I want to discuss here, the need is obvious,
but the wording / implementation is lacking, and without any necessity to it!
Instead of weakening the player, just buff the mobs, there's a reason why almost everyone else does it that way!
enemy hp increased by 900%
enemy damage increased by 400%
...reads exactly the same as the 2 other lines, but has some significant advantages, not only for the feeling of the game.
What do you prefer?
Playing with a weaker and weaker character? Or playing against tougher and tougher mobs?
There is also a technical advantage to it:
Right now, no one can really compare their damage with other players as "damage dealt" modifiers vary, and adding the percentage every time you talk with someone about it... no, just no.
Also you (neocore) might want to read this in case you missed it:
Those things are not related to (dev) effort or a choice that has a downside, it is just bad to make the wrong decisions and then stick with them for no reason, and it all adds to the still early beta status of this game, but unlike the more serious bugs and mistakes, these would be much easier to fix.
Your Thoughts? Please login to place your opinion. Not a member yet? Register here and now!