Suggestion: diminishing returns on damage
I guess even if they cap the damage on AI, people will just spam whatever special does the most damage.
Currently, for pvm, and to a small extent pvp. Players find the highest damage to mana ratio and tend to spam that special or spell etc. And things get a little repetitive
i think to mix things up a bit, how about a repetitive special//spell dealt to give diminishing damage?
I believe there is already a similar system already in place with weapon specials, more than one weapon special attack consecutively costs additional mana. However if you hit mana leech this is not an issue. And only affects warriors.
Currently, for pvm, and to a small extent pvp. Players find the highest damage to mana ratio and tend to spam that special or spell etc. And things get a little repetitive
i think to mix things up a bit, how about a repetitive special//spell dealt to give diminishing damage?
I believe there is already a similar system already in place with weapon specials, more than one weapon special attack consecutively costs additional mana. However if you hit mana leech this is not an issue. And only affects warriors.
I tell you the truth, tis better to do 10 damage on the right target than 100 damage on the wrong target.
Breaking in the young since 2002
This discussion has been closed.
Comments
Because your suggestions (at least the vast majority) seem to indicate you have no clue about pvm.
Obviously the answer isn't to nerf armor ignore; but to buff the other, rarely used special moves instead. And, ideally, to reduce the ridiculously high resists of every single mob in the game, so that armor ignore no longer does 5x the damage of every other special.
And to encourage special move diversity, we first need to actually *allow* people to use more special moves. Since weapons only have 2 specials (of which, 1 is often useless, like dismount in pvm). If each weapon came with, say, 5 specials, then a lot more players could get behind the idea of penalizing people who spam a single special.
Once again, of course, this wouldn't be done by adding diminishing returns on damage done, but perhaps by increasing the mana cost penalty. If weapons have multiple decent specials to choose from, then it wouldn't be a big issue to cycle between a couple specials rather than spamming the same one.
Of course, this all requires some development time, and I'm not sure if BS has the manpower to make such changes at this point of the game's development cycle.