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View Full Version : The Fantastic Element System



Baklava
2011-11-23, 12:39 PM
Every mob has a weakness/neutral/resistance to an element.
But instead of a flat bonus, each mob has a different value.

Eg.
Mutant Slime takes 200% damage from Lightning, Cygnus takes 135% damage from Holy.
Castle Golem takes 160% damage from Ice, Van Leon takes 140% from Holy.
Bains take 210% damage from Ice, Zakum takes 135% from Holy.
Skelegons take 180% damage from Holy, Horntail takes 135% damage from Ice.

OK?

Ok.

Locked
2011-11-23, 05:29 PM
No..

Couldn't they give them logical elemental strength/weaknesses rather than giving everything the ability to be immune to all this sh`it?

valhala556
2011-11-28, 04:55 PM
If they did and actually affected like all mobs 70+ they would nerf paladins neutral damage. Which i actually would be fine with as long as most BOSSES INCLUDING PARTY ONES had a elemental weakness.

Raul
2011-11-28, 05:03 PM
>classes without elemental-based attacks
>fucking screwed

MuscleWizard
2011-11-28, 05:08 PM
no.
this is bad.

screws over all the ele neutral classes
you're essentially giving an equivalent to %boss to elemental classes.

valhala556
2011-11-28, 05:13 PM
no.
this is bad.

screws over all the ele neutral classes
you're essentially giving an equivalent to %boss to elemental classes.

which is why you nerf their base % (before elements are applied) to hell.

IllegallySane
2011-11-28, 06:47 PM
*Is reminded of how Nens and any class with Light-based attacks are god-tier in DFO because practically all of end-game is weak to Light.*

Just not fond of it. It places too much power and bias on certain elements (even moreso than now), where if the next batch of monsters/bosses are immune or super resistant to your element = HAHASUCKSTOBEYOU.jpg.

And if the next batch of monsters/bosses are super weak to an element, that class(es) with that element become flavor of the month/year and gets massively bandwagoned because no one wants any other class for damage dealing.

Hanabira.Kage
2011-11-29, 05:55 AM
*Is reminded of how Nens and any class with Light-based attacks are god-tier in DFO because practically all of end-game is weak to Light.*

Just not fond of it. It places too much power and bias on certain elements (even moreso than now), where if the next batch of monsters/bosses are immune or super resistant to your element = HAHASUCKSTOBEYOU.jpg.

And if the next batch of monsters/bosses are super weak to an element, that class(es) with that element become flavor of the month/year and gets massively bandwagoned because no one wants any other class for damage dealing.


Make a super annoying boss that switches to a random resist/weak combination every 5 minutes or so. The combinations would be the same as usual: Fire and Ice are mutually weak, Lightning > Water, Light and Dark are mutually weak I think? All that's left would be to settle the combinations for Poison and what Water would have an advantage over. Anyway, said boss would only use elemental attacks of the element it's currently resistant to so players can tell which element it's currently weak to, whenever it isn't using non-elemental ones.

Or perhaps, make weapons that are really difficult to obtain (drops from a major boss at a low rate, obtained from a really long and annoying quest chain, forged by Blacksmith with rare materials, etc.) but have slight elemental properties attached to them. There would be no such weapons for any class with elemental attacks except for Paladin and Aran, but they will have their charges nerfed to reduce their advantage (since they would benefit from it too)...or just make such Swords and Pole Arms unequippable by Paladins and Aran.

Rayquaza2233
2011-11-29, 08:58 AM
Make a super annoying boss that switches to a random resist/weak combination every 5 minutes or so.

If this doesn't get used as a crutch for every boss, this is a great idea.

Takebacker
2011-11-29, 11:05 AM
If this doesn't get used as a crutch for every boss, this is a great idea.

It's been done in other games so it really should have been used a long time ago. People have been suggesting it for years.

Hanabira.Kage
2011-11-29, 11:05 AM
If this doesn't get used as a crutch for every boss, this is a great idea.


Truth be told, I kinda stole that idea from FF9; Ozma switches between being dark resist/light weak and light resist/dark weak every few turns...and Ozma always gets 2 turns in a row, sometimes 3. But I digress.

I agree it shouldn't be used for every boss. Maybe for a couple of bosses, but I believe that every major boss should be given its own unique move/trait instead of them all getting zombify, pot lock, pot cooldown and seduce. This unique trait should also tie in with their backstory so that it would be more interesting.

An example of such a gimmick can be found in Dragonica/Dragon Saga. The fight against Lavalon has the damned dragon being invincible simply because it's out of reach. Killing the mooks and loading the conveniently placed cannons with cannonballs dropped by said mooks however, knocks Lavalon out temporarily and causes him to fall forward onto the platform, meaning he'll then be in reach.

It's stuff like that that makes boss battles more interesting instead of just I'MSPAMMINMAHLAZARRRRR OMGYUNOHEALFKINGBISH.

Demalkren
2011-11-29, 12:16 PM
Truth be told, I kinda stole that idea from FF9; Ozma switches between being dark resist/light weak and light resist/dark weak every few turns...and Ozma always gets 2 turns in a row, sometimes 3. But I digress.

I agree it shouldn't be used for every boss. Maybe for a couple of bosses, but I believe that every major boss should be given its own unique move/trait instead of them all getting zombify, pot lock, pot cooldown and seduce. This unique trait should also tie in with their backstory so that it would be more interesting.

An example of such a gimmick can be found in Dragonica/Dragon Saga. The fight against Lavalon has the damned dragon being invincible simply because it's out of reach. Killing the mooks and loading the conveniently placed cannons with cannonballs dropped by said mooks however, knocks Lavalon out temporarily and causes him to fall forward onto the platform, meaning he'll then be in reach.

It's stuff like that that makes boss battles more interesting instead of just I'MSPAMMINMAHLAZARRRRR OMGYUNOHEALFKINGBISH.

Reminds me of Demon Souls Bosses, for example the Dragon God boss is just a huge massive creature and the second he sees you walk out on the platform he will punch you and kill you in one hit. So the entirety of the fight is making your way between pillars dodging his attacks and getting to the two Dragon hunting Harpoons placed on opposite sides of the map.
All the bosses in that game required a different strategy to beat and had different abilities that made them pains in the ass.

IllegallySane
2011-11-29, 03:28 PM
Make a super annoying boss that switches to a random resist/weak combination every 5 minutes or so. The combinations would be the same as usual: Fire and Ice are mutually weak, Lightning > Water, Light and Dark are mutually weak I think? All that's left would be to settle the combinations for Poison and what Water would have an advantage over. Anyway, said boss would only use elemental attacks of the element it's currently resistant to so players can tell which element it's currently weak to, whenever it isn't using non-elemental ones.

Or perhaps, make weapons that are really difficult to obtain (drops from a major boss at a low rate, obtained from a really long and annoying quest chain, forged by Blacksmith with rare materials, etc.) but have slight elemental properties attached to them. There would be no such weapons for any class with elemental attacks except for Paladin and Aran, but they will have their charges nerfed to reduce their advantage (since they would benefit from it too)...or just make such Swords and Pole Arms unequippable by Paladins and Aran.

The first idea is not worth it, because it just adds annoyance to the fight rather that strategy. I support the 2nd idea more, though. Still not fond of the idea that having the right element for your class will allow you to hit for massive damage, because it causes disparity among the rest of the classes. Also, what happens to those that paid an arm and a leg for their "non-elemental" weapons?

Have an idea. Maybe if you can tack on an elemental crystal to your weapon and it'd work like a buff (at least an hour or longer) it'd be more feasible, since the whole party can just stick on an elemental crystal for whatever elemental weakness the boss fight demands. Will probably be a craftable item, and will be fairly inexpensive to make so everyone can get a bunch. Reasoning for the crystal only infusing an element for an hour is that the power in the elemental crystal eventually runs out. A bit like an elemental battery.