User talk:Raine Valen/Design/Guild Advance Wars/Combat
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- All units have 100 base health — Raine Valen 18:01, 20 May 2011 (UTC)
- Shouldn't it be a little higher than this? Things like disease, bleeding, buring, and poison would be absolutely *terrifying and overpowered ._. Also, different professions, different base, imo!
- IMO, reduce the damage from degen to something along the lines of 3 or 4 per turn (it would take you like 25 turns to die of poison, alone) as opposed to increasing health to an arbitrary number. — Raine Valen 18:01, 20 May 2011 (UTC)
- As far as "different profs should have different survivability", that's simple: just give warriors cheap passive skills that increase their durability, for example. — Raine Valen 18:01, 20 May 2011 (UTC)
- IMO, reduce the damage from degen to something along the lines of 3 or 4 per turn (it would take you like 25 turns to die of poison, alone) as opposed to increasing health to an arbitrary number. — Raine Valen 18:01, 20 May 2011 (UTC)
- I like 100 because it's very straightforward: a skill that does 10 damage knocks off 10% of a person's Health. — Raine Valen 18:01, 20 May 2011 (UTC)
- I guess, but damage ranges varying basically between 3-10 would be pretty boring, wouldn't it? And then when you take healing into consideration... I mean, the most damage a skill ever does to an enemy in any given "Balanced" game shouldn't be much more than 25% (including deepwound), so that limits the maximum damage to 15. It simplifies things, I suppose. But it's pretty boring.
- If we upped the base health to 1000, that would be more/less the same thing, but with bigger numbers. — Raine Valen 18:01, 20 May 2011 (UTC)
- I was thinking more 300-400 base health, with the possibility of equipment/skills increasing and/or decreasing that amount. You also have to think about protection prayers. If the biggest packet was 10+, spirit bond would be pretty zz. Shielding hands and SoA would just be used more. (Of course, the functionality would need to change regardless, but..)
- SoA would reduce 1 damage per packet, Shielding hands would reduce damage by 3, Spirit Bond would trigger on 7 or 8 and heal for 12 or so. They would be adjusted to fit the numbers. — Raine Valen 18:01, 20 May 2011 (UTC)
- I guess, but damage ranges varying basically between 3-10 would be pretty boring, wouldn't it? And then when you take healing into consideration... I mean, the most damage a skill ever does to an enemy in any given "Balanced" game shouldn't be much more than 25% (including deepwound), so that limits the maximum damage to 15. It simplifies things, I suppose. But it's pretty boring.
- Shouldn't it be a little higher than this? Things like disease, bleeding, buring, and poison would be absolutely *terrifying and overpowered ._. Also, different professions, different base, imo!