So my question is, how do we efficiently implement the least amount of damage type to produce the most amount of diversity in gamestyles and build types. Another problem with this system is that it is complicated, so many stats. Here comes the problem, Poison is already a DOT, introducing another DOT counterpart for Poison would be weird. Magical, Corruption(just a random word to fill in) Then, what type of damage should Bleeding be? Physical? or Poison? I have a solution, which is: for each damage type, add a "Duration" counterpart which represents the DOT of this damage type, then the list becomes: Next question, I want to implement the mechanics of Bleeding as a Damage Over Time type of damage. Here comes another question: should Magical be there? Is it a redundancy since the 4 elemental Fire,Cold,Lightning and Poison is "magical" already? or Should there be an independent and unique type called Magical? Or, should the Magical damage, if increased, will also modify all those elemental damage? I am looking for a good desgin here. ![]() The players should be able to easily distinguish between the damage types and choose the correct way to build their character suiting to their flavors.Īt the moment, I am stuck with deciding the right number of damage types and what they are. One specific criteria that I am reaching is intuitiveness. I play quite a bit of ARPG (mostly Diablo 3 and Grim Dawn as of now) and recently have generated some game ideas of my own. ![]() I made this thread to gather what the majority of RPG players like in terms of damage variety in a hack-and-slash game.
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