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« on: December 19, 2012, 05:17:54 AM »
Even with the big damage bonus numbers of perks, I now feel even MORE compelled to choose HP perks over damage bonuses, given the increased damage of enemies. In a mutual arms race between myself and the monsters, the monsters will win every time because there are more on them. On the most extreme case, a la Journey to Perfection, where everybody kills everybody in one hit, the monsters have a huge advantage. Only 1 of them needs to hit the player, the player needs to hit all of them. We were on turn 40 or so, and it already felt like I was dying in 2 or 3 hits. By turn 60 or 70 I think it might be a case of one-hit kills. All the damage in the world won't help me compensate with one-hit kills.
Not sure what the best compromise between player damage, player hp, and monster damage is, but the current settings still need a smidge of tweaking to feel right.
One of the features carried over from AVWW1 that doesn't seem to fit in is monsters shooting multiple shots as the game goes on. It's cool and all, but having a floating zeppelin that shoots 2 or 3 shots at once every second is ridiculous. It's hard enough to dodge one shot in Valley2, but three or more? Yikes. So you're GOING to get hit, and when you do, you die pretty fast due to the aforementioned scaling. Anyway, just a thought, I'm sure enemies with multi-shots can be worked in beyond just a global "2x shot mode activated" thing going on.
One question I have is, are enemies going to be assigned an attack pattern rather than their current AI? So, instead of [shoot every 1 secondss], will some of them be [shoot three times, wait 5 seconds, shoot three times], or whatnot? As of right now, it's easy to feel "stuck" pinned down behind a wall, with a bunch of land-squids or swamp-demons or hell-zeppelins shooting at you nonstop, with no sense of a "break" coming, never feeling like there is a "good" time to leap out and make your stand. I would really like to see these kinds of pauses put into enemy attack cycles, but I understand if it's too difficult to come with with good patterns that don't make the enemies too easy.