#gameplay balance? what gameplay balance?
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Help, I’ve fallen to deep into infamous crossover hell and now I’m wondering what kind of powers all the playable assassins would have? Like, I don’t think they’d be as strong as Des is power-wise , but they’d still be an entirely new kinda hell on templars ( as for how they got powers, idk, maybe the Eye transported them through time when Des used it and gave everyone powers?)
So I’m going to try and incorporate their skills or any ISU bs they had to suffer from.
I have a feeling these need to be balanced but, honestly, their powers should probably be highly specific to make sure Desmond is more powerful lollol.
Altaïr
Considering just how much mastery he has over the Apple, it’s hard to think of what kind of power he should have. In the end, I’m gonna suggest he have a power that starts off as a noncorporeal illusion and then later becomes a corporeal illusion that can attack and kill (similar to how he summoned ghost Assassins in ACR to fight off the Mongols).
Ezio
For Ezio, I was thinking of a power based on maybe one of Leonardo’s war machines or based on ACR’s bombs. Maybe both with the bomber? Instead of actual flight, Ezio is able to jump off the ground using explosions of his ‘bombs’ and use the same explosions to maneuver himself on air (very, very similar to Bakugou from MHA)
Ratonhnhaké:ton:
His power would be based on the animal-shifting abilities he gain from Tyranny of King Washington DLC but, to make it more interesting, he can shapeshift to any animal as long as it’s an animal that he had eaten. Also, his animal forms will have a similar power as in the DLC (ex: being able to glide as an eagle) and it’s hinted that his power is actually body manipulation and not just shapeshifting. By manipulating his body, he can manipulate how strong or how light he is.
Aveline:
Perhaps we can change her different personas to the ability to blend into any crowd? Like, unless you’re looking for her, you can’t actually see her as your brain is telling you that the pretty woman in the corner is an aristocrat's daughter or the girl behind you is just one of your slaves, ignore her.
Edward:
I mean… it would be easy to make him have a water-based power. Pretty much something like water bending. Or… we can go down the route of the Observatory and make him able to track anyone he knows. (If we’re going to be more closely based on the Observatory, make him only able to track people he had drank the blood of. Not like vampire level, just a few drops is enough).
Shay:
… Let’s make his powers connected to his trauma XD. Earth-based power but focusing more on tremors and vibrations. Earthquakes and sudden creations of quicksand would be his main skills. He can also create spiky pillars at higher levels.
Arno:
Based on his ability to see his targets memories instead of having the white corridor for the final words, Arno’s power would be to see memories of other people. It’s a touch-based power and it starts off with him seeing only glimpses but, given enough practice, he will be able to see a specific memory of his choice.
Jacob
Jacob’s exclusive skills aren’t exactly all that flashy so we’ll let him have a power similar to his student, Jack the Ripper. He has the ability to change, heighten or lower one’s emotions. Good for calming crowds or riling them up. It starts as a one-target power but its most powerful capability is an AOE that Jacob could pick which emotion he wants to heighten. Now, if he was like Jack the Ripper, this would mean he could inflict unbearable fear to an area and make it easy to pick them off. But this is Jacob so he’ll probably mostly use it to pump up his Rooks.
Evie:
Based on her exclusive Chameleon skill, she can turn invisible. It starts off as her being only able to turn invisible if she’s stationary and if she doesn’t breathe. Then she becomes able to be invisible while moving but she mustn’t breathe. The higher state of her power would be that she can turn whatever she touches invisible as well (which will be foreshadowed by how her clothes and weapons turn invisible with her).
Bayek:
We can give him the ability to hijack a living thing’s senses. At first, it only works on his eagle, Senu. Then, given enough time, he can hijack a person’s senses but cannot control them. The highest form of this one would be being able to control a target’s body for a limited amount of time. A drawback would be, if he’s hijacking, he cannot move his actual body.
Aya:
Since Amunet is mostly known as the one who poisoned Cleopatra with a snake (which isn’t actually what happened in AC lore), maybe something poison or snake related?
Kassandra:
For Kassandra, we’ll let her focus on the Hunter skill tree with something similar to telekinesis. All of her projectiles always hit their mark and, as her power grows, the more projectile she can use at the same time to set up different attacks (like a bullet version of Rain of Destruction)
Alexios/Deimos:
Alexios/Deimos’ personality would be more in line with the Warrior Skill tree and he’s just a dead ringer for Ares Madness which is more in line with strengthening one’s body for super strength and super defense.
Eivor:
We’ll make use of her connection with Odin and make her power similar to Gungnir in AC Valhalla. She can activate a forcefield around her (like a shield maiden hehe) that is hard to destroy. The forcefield is also capable of hurting others as touching it felt like being stabbed. The more her power strengthened, the larger the forcefield she can make and she can even tag people who will not be harmed but will be protected if they remain in the forcefield (and, in higher ranks, would be able to project it elsewhere to protect something or someone else).
Since you want all playable Assassins (I added Shay as a freebie), we’re still missing:
Adéwalé
‘Lo Sparviero’
Shao Jun
Nikolai
Arbaaz (I was thinking something connected to the Koh-i-Noor)
Basim
#gameplay balance? what gameplay balance?#if you notice#most of their powers#are actually powers that desmond as a solar conduit can do#assassin's creed#ask and answer#desmond miles#altaïr ibn la'ahad#ezio auditore#ratonhnhaké:ton#connor kenway#aveline de grandpre#edward kenway#shay cormac#arno dorian#jacob frye#evie frye#bayek of siwa#aya of alexandria#kassandra#alexios#eivor varinsdóttir
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sometimes i think when minecraft youtubers are making scripts for videos about balancing minecraft or overpowered mechanics, a little pop-up should appear that says "WAIT! are you accounting for the fact that most players don't even go to the End in their worlds?" & if not they should have to rewrite the script
#good idea generator#sooo funny to see youtubers be like i spent 50 hours doing this and its so unbalanced#and its like. ok well most people arent going to spend 50 hours doing that#and it is balanced for what most people are doing. so this is kinda a you problem lmao#also every time someone calls the elytra op. oh my goddddd who caresssss#obtaining it is so difficult an requires a ton of progression#just bc YOU can beat the game in a single day and consider actual gameplay progression to be something you have to get out of the way#does not mean other people are trying to speedrun literally every time they start a new world#this is a youtube exclusive problem. and idk why theyre so mad about it bc its also a great utility for video making#if you dont like the elytra dont use it and dont go get one idk i simply dont think thats mojangs problem
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my copy of brothership arrived yesterday and now i can safely say this
#“what about partners in time” PARTNERS IN TIME IS GOOD OKAY#it's INNOVATIVE! it's FLAWED but it's INNOVATIVE and FUN.#obviously superstar saga & bowser's inside story are great and dream team is pretty good too#and brothership is really good#paper jam is just mediogre though it's like 3ds era paper mario brought his stank with him#and mario & luigi had to balance it out with a secret anti-stank that only worked a little and made the game comparatively mid#it's still got good gameplay & character writing (except peach... i hate that one meta-deprecation line it SUCKS) but... ehhh.#anyways. woe nocturne's m&l opinions be upon ye#certified nocturneposting#mario & luigi#m&l rpgs
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your guess is as good as mine as to why it took me -- me! -- so infernally long to play Cult of the Lamb, but while I expected to enjoy it for obvious reasons, what I didn't expect is how much divine euphoria I would get from micromanaging my cultists' little lives
#this is especially funny because i hate games like sdv and animal crossing which have similar gameplay loops#me: no i don't want to do mundane chores in a video game. this is boring and insulting. fuck off#also me: yes i absolutely will clean up your oddly-glowing waste‚ my little ducklings‚ my sweet morsels 😌🧹#devotion goes both ways idk what else to tell you !!#(and yes the roguelike part does balance out the micromanager part as well. going out hunting and gathering for my lil darlings <3)#the only way this game could be more ideal for me is if they put orgies in it.#like... keep the cute aesthetic 100% but just add sex magic. does no one see my vision#(we all know what actually goes on during the mushroom brainwashing ritual--)
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Here’s a digital coloured sketch spread of pikmin doddles that I made throughout a few weeks and play around with different brushes and effects.
Also I saw a reblog of my moss doddle, saying how Olimar wife would annoyed at first but warm up to Moss very quickly. I mean of course they would she and Moss have a special connection they kinda similar in a way they both are sweet yet fierce and they care deeply for Olimar and honestly they both wish he just take a break and go on holiday with his family. Also I love the idea of Moss helping her with the kids and shopping. :3
(Another headcanon for Primrose aka Olimars wife is she find it very hard when Olimar leaves for months on end for work and being a single mum for their kids while he away, she gets lonely and sometimes get frustrated by Olimar leaving for so long. She understand that he doing for them but can’t help bit be a sad sometimes, she him misses so much.)
My favourite doddle is the one with Louie and the blue pikmin at night and the one I put the most effect into, also I love the idea of Louie taken in the beauty of Pnf 404 and despite how dangerous it is it has calm peaceful relaxing air to it. I see why Louie like Pnf 404 beside the nearly dying multiple time bit ha ha.
#Pikmin#pikmin alph#pikmin louie#captain olimar#olimar's wife#pikmin moss#loualph#alph x louie#doddles#digital doodle#Coloured doddles#Digital sketch spread#Also can we please stop bashing Olimar wife for one mistake she made before I bash my head against the wall literally Louie has done crimes#Not saying what she did is okay but I find buffing that Louie get a pass when he done way worse#On a gameplay scale it meant to punish the player for taken too damn long I think that was the intention to make players hurry their ass up#I think Pikmin 4 has helped with balancing her out and I think how Olimar talks about her is so sweet#Also I think Pikmin 2 is definitely playing boy my wife spread all money am I right men and also capitalise sucks money make people selfish#artist on tumblr#Experimenting with different brush’s and effects is fun
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jedi survivor said "in this game jar'kai isn't a force ability but a stance! it allows you to have an unrelenting offense + better parries but your defense becomes weaker in response" and like. fellas. i literally do not use any other stance. i've fully unequipped the dual-blade because i simply do not care for it. it's me and my off-hand saber until i inevitably die to hubris
#liveblogging#liveblogging jedi survivor#me thinking about the lightsaber stances like#''well of course jar'kai has a lower defensive capability since it favors agility and speed afforded to greater range of motion#than the single blade which lets you withstand more forceful blows since you're using both hands. it also means that their strikes while#more frequent don't hit quite as hard as someone using a two-handed grip. that's why jar'kai specialists favor unrelenting assaults#to keep their opponents on the back foot and unable to utilize their higher strength output while they're fending off blows from all sides.#the stats they gave cal in the game reflect these pros and cons perfectly. what a wonderful marriage of lore and gameplay.''#LIKE. GIRL IT'S JUST BECAUSE THEY NEEDED 2 BALANCE THE STANCE IT'S NOT THAT DEEP <33
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Everyone Introduced in Dimension 20′s Mentopolis episode 6 (finale)
#dimension 20#dimension 20 spoilers#d20 introductions#mentopolis#mentopolis spoilers#d20 mentopolis#HOT DAMN............. what a season#that was unbelievably goofy and looney toons level silly but like. what a fun ride#i feel like the kids on bikes system really opens the door for a lot of those moments from what i've seen it's so great#also having a secret narrative stat that uses the fucking d100 as the die roll was like VERY silly but also like.#it has me going a little bit insane about like ways that could be used in like other genres or things or whatever#like god damn that's a good way to represent some aspect of character that is just so impossibly strong that like......#when they tap into that they just cannot fail#which kinda sucks in terms of balancing for gameplay but like god damn‚ narratively?#and like restricting it so that stat only sort of becomes awakened or usable when that sort of deeply rooted personal growth comes into pla#this might be kind of a weird stretch but like.... the crests from the og digimon adventure?#like if they managed to tap into those aspects of themselves and their crests glow‚ that's their d100 stat‚ their crests#and all sorts of astronomically powerful shit could sort of come about from them acting within their strongest parts of themselves in turn#i don't know. maybe i'm just too digimon brained maybe i'm just a little too hooked on that digimon ttrpg show that uses kids on bikes too#but like...................................... fuck.#i don't know‚ it could be something!#anyways i really enjoyed these sort of lightly animated scenes of the real world that elias hodge got to star in as the pov#very VERY fun how they played across the dome in game too#also oh my godddddd anastasia and fawnbrooke......... bro i'm gay#was this season sillier than fantasy high? or escape from the bloodkeep? probably#like the lore and worldbuilding was unabashedly bonkers due to it all existing in the mental manifestation of the human brain#and VERY funny at that#probably the silliest d20's ever been! but i loved it#alright‚ guess that's it for this one#see y'all next season!!
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oh yeah i feel the need to make this PSA now that a free heracles is available again and some people will still talk to you about fgo like it’s 2017:
heracles is still good, but the game has scaled to the degree that he is generally not quite the reliable unkillable soloist he once was. insane cq gimmicks, bloated healthpools, the emphasis on aoe/mixed waves, the inflated amount of damage he takes, the frequency with which bosses crit nuke, pierce/buff removal, and the existence of competitive soloists who can be used as support if you need while dealing more damage, taking less damage, and possessing more anti-debuff/gimmick/crit utility etc, all make him more of a backline emergency cleanup crew guy now. especially if this ticket means you’re getting him at np1. gun to my head i’d recommend getting or raising np levels on either saber or emiya depending on which one suits your general farming/wave clearing needs better unless you’re dying for a cleanup guy.
like again i’m not saying he’s bad or can’t still be used, but i don’t want people to ticket him hoping for gameplay carry and then be surprised at how frequently he can get shut down outright if you just throw him at newer content without a lot more prep and resources.
#and as always i’m just talking about gameplay and what makes getting through this garbage balance as painless as possible#if berserker can’t lose to anyone because he’s the strongest in the world and you want him im not a cop#talking to all five people who haven’t already quit NA around here#fate#switch speaks
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all pokemon games are good but they are not all equally as good
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#pokemon#as a person who has played pretty much every main pkmn game in some capacity#i can find things in them that are worth praise#but like obviously they can't all be the same level of good. there are so many factors to a pkmn game to be balanced#some have a great region. some have a great story. some have just a solid gameplay experience. all of them have great music lol#i could even play devil's advocate and praise bdsp for being a truly faithful remake and pretty incredible for a studio first Real game#but mainly i keep thinking like. everyone has shat on the new pkmn games ever since gen 5 especially#but then over time people are like Huh they aren't so bad after all#like once you get out of the gamehate wormhole generated by inflammatory social media posting you can appreciate a thing more#and there may still be people out there who think red/blue are the best ones. and y'know they have a point#even though objectively those games were littered with bugs to the point where some normal mechanics were not correct#and things just got more complicated and sophisticated with abilities and new types and better moves and stuff#the original games are absolute Miracles to have been made at all and for what they're worth they were Revolutionary#it was a simpler time but the ideas put forth were still pretty complex. especially considering this was the First One#this is the foundation all pokemon games thereafter rose from. and it's a pretty solid foundation despite all the hardships#anyway. i love pokemon. and i love that even after all this time - over 25 years - its spirit from back in 96 still remains in some form#it may not be about catching em all anymore. because physically that's really hard to do with over 1000 guys now#but it's still about finding joy in following a dream of adventure with a bunch of cool animal friends#and sometimes you save the world a little bit. that's p cool
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The real crime of NFCV was making Dracula 2 meters instead of 3 meters :P
unironically this
the virgin
vs the chad
Dracula being literally twice as big as everyone else is a key component of his character <3
(but yeah, more seriously, it shows even more that he's not just a vampire, he's the Dark Lord, he's a monster, and he can make himself as big as he wants. Look at NFCV Dracula, zero charisma, he's just a man in a cape)
#i took that screenshot of cod because in the cutscene drac looked only one head taller than hector#and i was horrified#'what happened to the tall bastard????'#then i saw him in-game and sighed in relief. balance was restored etc etc#it's cute how he was supposed to be bigger for gameplay purposes but the design element has been kept for cool points
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Hmmm I kinda want to make a side blog for RPG Maker game development related things to be able to talk to more experienced people in that community, but at the same time I both don’t really think I’d get much attention and don’t want to accidentally spoil my own game (^^ ; ).
I have a rough story, concept doodles, a tileset, some character sprites, an enemy that walks around but can’t initiate battle yet (if I even decide to have a battle system), a couple rooms with some events, and a functioning run button, but I’m still lost on how to do much else at the moment. Especially since this program has the ability for scripting, meaning I’ll probably have to learn and actually retain another coding language.
So, I’m not very far at all lol. Idk how well that’d go over on the established fandom website, but eh.
#text post#incoherent rambling#project update#game project#I’m still also debating whether or not I can actually even make a proper horror game too#It’s the rule of like just being a horror fan doesn’t make you good at horror being afraid of something does? ya know?#I am trying to go with things that scare me personally but it’s been difficult#either things aren’t concrete of concepts enough or are wayyyy too oddly specific to make anything about#which is quitter talk I know but how does one translate the childhood heebee jeebees of watching top ten gaming videos past bedtime 💀💀💀#or like the way too broad general fear of lack of control without making it too on the nose or too vague#truly a balancing act writing is#kinda ironically I am also a little bit less afraid of hospitals after having been to one for myself rather than family members#which makes things both more and less difficult???#on one hand I have better references for them now but on the other hand I’m desensitized to it 😔#I think I get used to things a little too easily for a lot of things to stay scary#the thing was a scary movie the first time I saw it and now it’s a comfort film#funger was a very scary game until I first died and reloaded a save with little consequence and now it’s just a spooky but fun rpg#but then at the same time thinking about a movie studio logo before a movie that scared me as a kid cause there was a monster in it#still gives weird left over shivers but actually seeing it doesn’t anymore for some reason#I feel like that’s how it’s worked with most things I’ve ever been afraid of in my life besides concepts like death control or idk drowning#ugh writing is HARD#but actually making a functional and fun to play game is harder oh my god do I not know how to make puzzles#I have made swivel chairs that can be knocked and walked over but that’s about it and idk what to do with that knowledge lmaooooo#and I don’t want the entire gameplay loop to be read text search room get key repeat cause that’s boring#I have also desperately tried making a stamina system but there’s not much help with that online especially not in the rpg maker forums#the no necroposting rule sucks all the threads for questions I have never get answered and never will cause no one is allowed to due to age#anyway idk what to tag this probably won’t get seen since it’s not my usual anyway but eh whatever I’ll think about this#hopefully I remember the passwords to two blogs 💀💀💀
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on my lim life rewatch and i think what makes me like it a bit more on rewatch is just saying "yeah this isnt like a normal life season at all" and enjoying it without thinking of it as such. because genuinely, the mechanics of lim life just do *not* compare to any of the previous seasons. no season gave them so many chances to die, no season gave them access to earning back their life so directly.
incredibly chaotic system. very different take. very different mechanics/gameplay. wouldnt recommend it as a first watch. my thoughts on it way back were conflicting because it IS tied to Life SMP and imo this just... did not match the existing flow of the series' game mechanics! i stand by that. but when i rewatch, i am finding enjoyment now when i take it away from the need to fit with the other seasons and look at it alone.
#no its not a fave season still#but i mean to say that i do like many aspects of the gameplay actually#but again it just. did not feel like what Life smp has been#it would actually be cool to see them... lean towards that take#because i would much rather have ONE interesting new mechanic thats very different#(life is hours)#versus uhhh what the fucking hell SL was with its 19030492 gimmicks#i actually like the desperation of gaining time a lot#and would like to see some good way to try and get lives back in a new season#if they are actually Smart and balance it but idk if i trust them to do it
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Man oni can't do this to me I'm supposed to be preparing for artfight but all I can think abt is Them™ from the second I wake up to the moment I go to bed how am I supposed to prepare in these circumstances 😔
#rat rambles#oni posting#and dude the beta is probably still going to be going during that time klei how could you do this to me#like I will still be participating in artfight but I fear Ill be on oni lockdown for the first week or smth dhskdhkdh#Ill try to at least sketch some stuff out but god if I can get my hands onto any amount of lore its so jover#now thats not a guarantee this is a beta after all but god man. fuck.#also I need to know the new dupes name right now its important#mostly because I want confirmation that I got z on the cypher right lol#chances are theyll just have another a name or smth#who knows maybe theyll have a w name and be the second ever contender for being sent to the constant#although for all we know there could be plenty more w names in the cast that are just hidden in the full names like with nails#I am in such agony rn with seemingly every place ppl post abt oni being dead silent still hello is anyone there#I thought Id at least see some more speculative stuff on the gameplay side of things but Ive seen like 2 things where ppl even bring it up#tbf some of the new stuff seems pretty obvious to deduce to me like there's no way the new fox deers dont produce lumber#and we already know the bunny guys (or the big one at least) provides reed fiber at least#the plants are mostly more mysterious tho#we have the obvious one being our new bestie the oxylite plant and the lil puffball tree thats probably the new decor plant#and the crystal grapes are probably going to be a new muckroot equivalent and at least one of the new plants probably produces smth edible#as for what recourses they need we know that at least 2 of them need watered in some way#Im currently betting theyll need ethanol but thats not based on a lot#honestly if any of them use plain ol water or even any water variants Ill be surprised#I wouldn't be surprised if most of them take ethanol or some liquid gas or smth#I still am holding out on a plant that consumed liquid carbon dioxide but Im not too hopeful#one thing Im very curious on is just everything abt how the oxylite plant grows I wanna know how good itll be so bad#because I am a proud member of the desperately wants more viable oxygen production option in oni gang and I wanna see this baby flourish#but based on how seemingly abundant it is Im afraid itll just join the squad of early game oxygen options that become too much of a hassle#to sustain late game so you're usually just going to switch to exlectroliszers each time#I hope Im wrong but I wont be surprised if Im not#they already took one oxygen plant out back and shot it dead so this guy might just be a corpse on arival if we're unlucky#well hey thats why there's a beta ig gotta make sure things are balanced or whatever
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for the love of all that's holy why doesn't fallout 4 autosave after a big fight?? i have literally all of the autosave options turned on, but now i gotta redo the Mechanist bossfight because ✨️it just works✨️
simply wanted to use a terminal but forgot to exit the power armour and the space wasn't big enough so the character just ended up walking at the terminal, but not getting into position - a pretty common bug that happens with or without power armour if you so much as look at a terminal from the wrong angle, and the only way to get out of that is to reload a save
of course i forgot to save after doing the talk, because why wouldn't i be able to use a gotdam terminal :""D
feckin game had enclave shit crammed into it on top of everything that's already been crammed but game breaking bugs are still not fixed, thanks Todd
#i know new vegas is better written to balance out them bugs but i wanted fun exploration gameplay so picked 4#for Nick i'm gonna stick it out#also enjoy the actual gameplay when it does work as intended#robobrains are fucked up man#anyway imma sleep and try again tomorrow after the blinds have been installed#i get shiny new blinds and bugscreen on my window can't wait#inky's mind#i still stand by my statement of wanting a fo4 style game written by obsidian they know what's up#mostly i really just want more outer worlds 😭😭😭
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Using What in "Hell" is Bad as an excuse to talk about video game mechanics (pt. 1)
And honestly, not just as an excuse - but also as a way to voice out my concerns for the gameplay.
Because I've been thinking about the game mechanics in What in "Hell" is Bad, specifically the damage instance miss as shown in the gameplay trailer of WHB and how it's something that I personally am not a fan of (as the bitch who cares more about the gameplay than anything else), and I think it all boils down to game design. There's several points to it that I hope I can get through eloquently, but it all does boil down to one key issue:
Consistency.
Now, what do I mean by that?
(more under the cut!)
Also, a disclaimer: ALL of the situations below are based on my thought processes, as someone who likes a challenge in gaming. I play Nuzlockes, I like mainline SMT, I do high Surging in IS3 (currently attempting 11), I play hard Pokémon romhacks, and more. Not everyone will think like I do, and that's fine.
And even though the opening statement is for WHB, at the end of the day I end up talking extensively about my thought processes in building a team for hard Pokémon romhacks, specifically Radical Red, so. Just a heads-up!
Consistency, in this case, is basically a measure of how often a skill/strategy is able to have an effect. The less RNG is required for a skill/strategy to work, the more consistent it is. It's the usual Fire Blast vs Flamethrower debate - would you risk the 85% accuracy for a 120 (gen 1-5)/110 (gen 6 onward) base power attack in Fire Blast, or take the guaranteed hit with a lower base power of 95 (gen 1-5)/90 (gen 6 onward) in Flamethrower? Some would take the Fire Blast, others would prefer the Flamethrower.
Consistency issues usually don't tend to be a thing in most tower defense games, in my experience. Most if not all damage instances are sure hits (unless the enemy has some sort of immunity), and RNG factors are minimal when it comes to inflicting damage. That isn't to say RNG is completely gone from tower defense games - the easiest examples being the butter from Kernelpults in Plants vs Zombies and certain Operator Talents like Mountain's 15% physical dodge or Lin's 50% chance of SP recovery on hit in Arknights. These RNG factors are balanced in a sense that they either have a decent chance for a completely broken effect (butter stopping a zombie completely for several seconds), are ultimately nice bonuses for an already strong base kit (how I feel the dodge on Mountain's Talent is), or works well in accordance to their archetype (how I feel Lin's Talent is, which is boosted heavily and turns her into a stellar unit with her Module, increasing the SP regen chance from 50% to a more consistent 75%).
As a result, having an attack from a ranged unit miss in WHB's trailer, while understandable due to attacking from a distance, is another source of RNG - and while it may be a breath of fresh air in tower defense, as a mechanic I can see it inciting rage. In what way, however?
For me, it's easiest to explain in a Pokémon setting. As a side note, all the screenshots used are from the Radical Red romhack, a romhack of FireRed that has all Pokémon and moves introduced in Generation 9 while including all of the updated game mechanics (minus Terastalization) and being a generally hard game - even with both minimal grinding and Easy mode on.
(OP is trying to catch and evolve all possible Pokémon while leaving all the mind-bending team building in Run & Bun, so she chose those settings)
This is Regieleki's moveset upon capture within the Power Plant Raid Den in Radical Red. Zap Cannon is a supremely strong move that guarantees Paralysis on the opposing Pokémon if it hits, but it only hits 50% of the time. Yet in most situations, you never see this thing run Zap Cannon - despite its side effect and damage. You want to know why?
Its ability, Transistor.
Transistor plus the same type attack bonus (STAB) makes Regieleki deal absolutely ludicrous amounts of damage with its Electric type attacks. A weaker but more accurate Thunderbolt (95/90 base power depending on the generation with a chance to paralyze, but has 100 accuracy) is more than enough for damage because of its damage multipliers, without the chance of it missing. Of course, you could always use a move like Lock On or other ways to boost your Zap Cannon's accuracy, but you're putting yourself in danger because you'll be wasting a turn you can use to potentially pick up a KO while leaving it susceptible to getting KO'd itself.
So, it all comes down to risk vs reward: do you take the risk of a miss/KO to deal insane amounts of damage AND a status effect, or do you take the weaker guaranteed hit that might not inflict the status effect?
Back to WHB - it would seem like ranged units are the ones with a chance to miss, while the melee units all have guaranteed hits. And judging from the footage, it would seem that Paimon is the unit that did most if not all of the missed attacks, which leads me to hypothesize:
The miss might be due to Paimon's passive skill.
Miss chance might be based on unit rarity - because I don't recall seeing Gabriel and Satan miss anything, and they both are of higher rarity than Paimon.
The miss chance is necessary to balance the subclass Paimon is part of.
On paper, this sounds fine - a fresh way to implement a risk vs reward mechanic in team-building, encouraging varied team compositions to maximize damage. However, there's a reason why I placed emphasis on the fact it's on paper, because the implementations as seen in the preview itself is...less than ideal.
See, when someone thinks of risk vs reward, the risk you're taking must be directly proportional to the perceived reward for it to be a viable choice for the player. Otherwise, what is intended to be a high-risk-high-reward move that has some viability will be perceived as high-risk-mediocre-reward without any viability. In other words, if the reward obtained is not worth the risk taken, then the player most likely won't take the risk, and you're not doing this entire "risk vs reward" thing right.
As an example, let's take a look at Unburden Sneasler in Radical Red, in the context of building a team to go against Lorelei of the Elite Four.
Unburden Sneasler by principle is a relatively frail physical sweeper. With Unburden it becomes one of the fastest Pokemon in the entire game provided it loses its held item as its already high base speed is doubled with Unburden. There are several ways it can lose a held item - consuming a one-time use item (so stuff like Berries, Focus Sash, Herbs, and Gems) or using Fling.
So, the question becomes this:
Would you take the chance of Sneasler taking huge damage and/or dying on turn one to be able to strike first and deal immense damage on the enemy in the following turns?
Because Sneasler, despite its weaker defensive stats, has a typing that gives it 6 resistances with only 3 weaknesses (with only one of them being a quad weakness - Psychic). And you're definitely looking for ways to lose your item ASAP to activate Unburden. If you can, for example, knock out Lorelei's Alolan Ninetales on her Hail team before it can set up Aurora Veil (increases the party's defensive stats for 8 turns, as it's holding the Light Clay, increasing the length of these buffs), then you're in a much better position for the rest of the fight, right?
For context, let's theorycraft and look at these Pokémon in a vacuum for a bit. Lorelei's Hail team leads with Alolan Ninetales and Glaceon. Ninetales starts up Hail with its ability Snow Warning, allowing it to use Aurora Veil (which only works in Hail). Her Glaceon has Slush Rush, doubling its Speed in Hail - and outspeeding Sneasler. Sneasler will still outspeed Ninetales, but the Glaceon will likely aim to Earth Power the Sneasler, seeing as it'll deal more damage - especially with the Choice Specs (increases special attack by 50% but locks the Pokemon into the first move it used).
If Sneasler is holding the Shuca Berry (reduces the first Ground damage instance by 50%), there's a chance it's going to survive, while Unburden is activated. You take out the Ninetales turn one with both of your Pokemon (this means you'll also need a Pokemon faster than Ninetales as your other lead), and you can then Close Combat the next turn to deal immense damage and hopefully pick up another KO with your speedy Sneasler. Hell, if the Calyrex-Ice comes in, you might want to double into that slot to get rid of it before it can start stacking boosts!
However, there is still a source of inconsistency in the form of a critical hit. Critical hits deal 50% more damage and happens at a 1/24 chance (starting generation 7). Assuming Shuca Berry with a critical? Even the Sneasler might not be strong enough to tank the Earth Power, with both the Choice Specs boost and Glaceon's high base Special Attack.
But back again to WHB. So, what about this risk vs reward concept in terms of Paimon? Well, based on what we're seeing in the trailer, I don't think the risk of his attacks missing is worth the reward of his utility.
Several things to note. First of all, his regular attacks don't seem to inflict any sort of ailment. His slow seems to be only on skill proc, and unless my eyes deceived me then the damage instance on the skill also missed. Thankfully, the slow is still inflicted on the opponent, but...man. Too many of Paimon's attacks missed (misses were a majority!) - and those that hit aren't even as strong as other units like Eligos (192 damage/hit) and Satan (166 damage/hit). The Pokémon equivalent of this is having Hustle (increases Attack by 50% for a 20% drop in accuracy for Physical attacks), but even then Paimon's accuracy is arguably much worse.
Why would you use Paimon if you have much more consistent DPS options, and if you don't find his slow particularly useful or impactful? As far as DPS goes, he's outpaced by everyone else, at 115 damage/hit. A slot that you could've used for another, more impactful unit, is used on a unit that doesn't seem to be bringing that much value into the team.
Perhaps there may be fringe cases where his kit is useful. Or there's a chance his current level as shown on the trailer presents him not at his full potential. Maybe down the line Paimon's archetype might be more usable as the game evolves, too! But as we see him right now, he isn't quite worth the opportunity cost of having another, more impactful unit on the squad, assuming you have alternatives.
Actually, let's talk about opportunity cost. It's a concept that talks about what opportunities are lost when not taking a specific option. Any character, any build, any strategy - basically anything I don't use represents an opportunity cost.
As an example, let's take a look at my current Regieleki build.
With Regieleki's stat spread and moveset, there are several main "modes" this Pokémon can run. It can utilize its speed for a full support build, with the ability to set up Reflect (increases party Defense for 5 turns) and Light Screen (increases party Special Defense for 5 turns) before its opponents while still having a speed control option with Electroweb (hits both enemies in a double battle, weak damage while dropping enemy speed). It can also utilize its Transistor ability to function as a speedy special sweeper, running stronger Electric moves like Thunderbolt (base power 95 with 100 accuracy) or Thunder (base power 110 with 85 accuracy, 100 accuracy in rain). The held items and specific stat builds will differ depending on the mode - support Regieleki would run an HP boosting nature to help with its bulk somewhat, while the special sweeper build would run a Special Attack boosting nature, for example.
Both builds are good, but we're playing a hard romhack here. Realistically I can only bring one Regieleki, because having more than one means I'll be gimping my team in terms of type coverage and resistances. And even then there are other support units that might be worth looking into - an example being the standard Grimmsnarl support build with the Prankster ability (status moves gain +1 priority, helping them proc first, but doesn't affect Dark type Pokémon) and the aforementioned Light Clay, running Reflect and Light Screen (both moves increasing the duration to 8 turns as well due to the Light Clay and are also affected by Prankster) but also bringing additional utility in Spirit Break (damage on a single enemy while reducing their Special Attack) and Parting Shot (reduces a foe's attacking stats and makes Grimmsnarl switch out, also affected by Prankster). Me bringing a support Regieleki as my choice of support means I'll be losing out on both the utility of the special sweeper Regieleki build and the Prankster Grimmsnarl, among other things. They become the opportunity cost of bringing the support Regieleki.
My train of thought, therefore, boils down to this: which option would lead to more consistency and a much easier time in the Elite Four, considering the fact that all the Elite Four members in Radical Red have two potential teams? This will require more theorycrafting, as well as building a team suited for both situations to not get blindsided by any team. I personally am thinking of bringing the support Regieleki build, and I will have to build the rest of my team to capitalize off that - including potentially changing that Volt Switch to Protect.
The same concept applies when selecting your team for a tower defense stage. WHB places a limit of 6 units on the field, and your team composition must be good enough to deal with the enemies with your limited deployment slots. If you let a unit go down, you'll be down one member for the entirety of the stage. In the same vein, if a member doesn't seem to be doing much in your composition, then you'd more than likely consider changing them for another member who can support your current composition better.
All so you can have a consistent composition to clear a stage.
So, I guess why the miss indication in particular is so much of a dealbreaker for me is the utter inconsistency it brings to the table. As much as possible, I don't want to rely on a coin flip to determine if my party lives or dies. Some challenge due to inconsistency is fine - the entire concept of critical hits in Pokemon makes things just that more challenging and thrilling, especially because you can play around the critical hits due to it not having such a large chance overall (and those that do are usually guaranteed critical hits anyways, so you're already looking for contingency plans for those).
This is why I feel having a miss chance as large as Paimon for a character like him is such a bad idea. It doesn't capitalize on risk vs reward well, and in the long run he might just end up being not that good of a character.
And, well...
A challenge based solely on inconsistencies and such huge RNG factors simply isn't a fun or fair challenge at all.
#what in hell is bad#whb#pokemon#radical red#this is just an excuse for me to theorycraft for the elite four in radical red#but to be fair the miss chance in the trailer is such a dealbreaker for me it isn't even funny#i hope it doesn't become the norm for the game#anyways#support regieleki and unburden sneasler leads for lorelei do we see the vision#probably a bad idea but i want to play with my faves#gameplay analysis?????#also considering bringing a kingambit for dps idk#or protean meowscarada#ahh so many choices!!!#using whb as an excuse to talk about other games#i might go back to this post to talk about what makes a unit overpowered/balanced/underpowered#rimei talks gaming
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kh4 rambling below the cut
im hoping they include multiple character campaigns for KH4. not just because i wanna see characters be playable that we havent seen in a while, or at all. but also because i feel like a whole game centered on sora in quadratum would get really difficult to tell a story in. not because interesting things couldn't happen. but the series has always had everyone venturing to other worlds to help progress the plot.
having sora, as limber and mobile as he was in that kh4 trailer, be secluded to a city, feels like he'd outpace the world itself and you'd end up traversing the same maps for tens of hours of game time. im sure there's gonna be plenty of narrative to push that world around, but i just dont wanna be in that single world the entire game.
it's part of why i wasn't the biggest fan of chain of memories. i didnt hate the story, and i didnt dislike castle oblivion. but KH excels at having the characters just be all over the universe in their journey. COM sorta shirks the responsibility of telling its story in one world by having illusions of the other worlds. but the most important parts are still only in castle oblivion. and after an hour or so of those cutscenes, it really starts to dawn on me how much ive grown used to the white walls of the castle.
perhaps that was the point? it's been a handful of years since those days, so i couldnt say anymore. ive grown up a lot since then, thematic choices will appear different to me from when i was a kid.
i digress, it'd also be a shame to bring back the whole main cast properly in kh3, free of their shackles or imprisonments, and then have them scarcely appear in the next mainline game. the hints that kairi will be training with ventus, terra, and aqua are already there, which gives me hope. donald and goofy are out looking for sora on their own, while mickey is on his way to the old scala ad caelum. it definitely FEELS like everyone is gonna be present.
im simply praying.
#kh4 spoilers#kingdom hearts#stormy weather#im also just looking into combat design myself for future games#i wanna try and design things or at least give a premise#i know a handful of friends who have experience in video game departments#but they're often dry on ideas because of how workaholic the nature of the job can be#combat systems can be rought to make enjoyable without outside perspective#what you might find fun can be utterly awful for others#like some KH2 mods that may seriously improve the game's combat#but also make it a lot more tedious to pull off things that other mainline games would otherwise just hand over to you#it's like devil may cry in a way#there's the balance between base entry gameplay and a high skill ceiling#i feel like kh should have that style of combat#something you can mash x through if you wanted to#but challenging once you put it on critical mode to get the player to adapt more#kh2 did this really well in my eyes#shying from revenge values on bosses like roxas ofc#roxas and his ground revenge attack where he just chainsaws you and you die.#good times.
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