[Logo]
 
  [Search] Search   [Recent Topics] Recent Topics   [Members]  Member Listing   [Groups] Back to home page 
[Register] Register / 
[Login] Login 
Idea for a skill for high levels  XML
Forum Index -> Druids RPG Go to Page: 1, 2, 3 Next 
Author Message
Cazius

Killing Spree

Joined: 07/10/2005 21:19:20
Messages: 93
Location: cheesehead territory
Offline

I already threw this one out there in the main forum but after a while I thought maybe this would be the better place for it.

The high level players have a problem. When they get stuck with being the last one alive, the monsters tend to match their level, making them nearly impossible to kill.

My current thought on how to deal with it is to add a skill to increase the damage for higher level people.

It would go something like this:
flat rate cost of points - 35 points per level purchased
2 percent damage bonus per level
max level of 30
first level req. level 150
second req. level 175
third req. level 200
fourth req. level 225
fifth req. level 250
open gain after 250

This would allow people to gain an extra 60 percent damage bonus over 150 levels. It would also give DD something to do.

To keep it fair it could be nullified when the triple damage is in use.

Any thoughts on it?
320

Wicked Sick!

Joined: 10/11/2005 21:28:38
Messages: 605
Offline

Cazius, the trick for high level players is to get a piercing wep. The reason the monsters are so hard is super high DR and DB.

That high DR is why a few (or even a lot) of extra dmg percent won't make much difference. It would just give high level players an advantage during the other 15 waves.

It's either piercing or play keep away. A deemer is also a little useful if you can group them. A lot of people think the deemer turns it all around. It really doesn't. A good deemer shot might get 3 on wave 16. But people have it in their heads that it will kill 10 high level monsters.

Flak 5 and triple won't even come close to getting the job done. I burn all my adren on one monster.

Personally, I think piercing dmg percent should be 5% per plus. That would give me a reason to take my peircing +1 to a LA and have him/her max it. Or give LA a charm to make a piercing wep.

Or if there ever is a "LW 6" that it be to gaurantee one and only one piercing wep in the inventory of a LW player. Maybe you'll get a piercing flak, maybe you'll get a piercing bio.

Given the number of LW players vs LA, I think a piercing charm would be a better overall solution. With a LW 6 piercing solution, there would be so many piercing weps that someone will have a piercing flak and then the disadvantage of the randomness is negated. A charm would encourage teamwork.
KohanX

Godlike

Joined: 03/04/2006 13:40:23
Messages: 350
Offline

In the case that we weren't to listen to what 320 said, I would suggest an automatic bonus to damage based on level (instead of making an ability out of it), but 320 already explained that they need piercing weapons, so forget it.
Grizzled_Imposter

Wicked Sick!
[Avatar]
Joined: 02/20/2006 15:59:35
Messages: 713
Offline

Ya know,

most of the suggestions I see are are good, both of these are cool. But when Im on the server, I see people of the level you are mentioning laying waste to the monsters until they are the last one left, and sometimes then!

To point, I saw Mystic charge 4 warlords last night, on open ground, he wasent dodging, he was just firing away and walking into their rockets, his total damage with the weapon he was using was enough that his vamparism allowed him to ignore the damage.

so I ask, do higher level characters need more dammage?

I am all for effects that make the game cooler, or allow more versitile play.
I am all for effects that offer coordination between classes and players, but do we truely need to give the most powerful people that play the ability to kill more quickly?

Core 2 DUO @ 4.1Ghz Grizzled_AM AM 43
Nvidia 9800 1g Grizzled_EMT. MM 85
4gb mem Grizzled_LW WM 87
Grizzled_EN EN 64
A drop of knowledge is more powerful than a sea of force~ unknown
[Email]
KohanX

Godlike

Joined: 03/04/2006 13:40:23
Messages: 350
Offline

Hear, hear!
320

Wicked Sick!

Joined: 10/11/2005 21:28:38
Messages: 605
Offline

Grizzled_Imposter wrote:
Ya know,

most of the suggestions I see are are good, both of these are cool. But when Im on the server, I see people of the level you are mentioning laying waste to the monsters until they are the last one left, and sometimes then!

To point, I saw Mystic charge 4 warlords last night, on open ground, he wasent dodging, he was just firing away and walking into their rockets, his total damage with the weapon he was using was enough that his vamparism allowed him to ignore the damage.

so I ask, do higher level characters need more dammage?

I am all for effects that make the game cooler, or allow more versitile play.
I am all for effects that offer coordination between classes and players, but do we truely need to give the most powerful people that play the ability to kill more quickly? 




Grizzled, when a high LW player does that, it's because there are low levels still alive. That keeps the level of the monsters down.

It's not possible to do that if I'm the only one left, I'll get killed in seconds. If we are both on at the same time, I will demonstrate. I'll shoot like crazy at point blank in a crowd of monsters and I'll die almost instantly.

The health you get back from vamp is based on dmg you do, so when those monsters get obscenely high DR, you don't get much back with vamp because you aren't doing much dmg. To put it in perspective, it's like you're running around with vamp 1 or 2 under these conditions. Meanwhile, the monsters are hitting you for 100+ per shot because of their insanely high Damage bonus. It's in this situation that booster and regen 5 make a big difference in terms of getting health back. Piercing makes a giant difference.

If you don't believe me, watch any high level player when they're alone on 16 and look at what they do. They run like crazy. They only stop running when they only have a few monsters to deal with.

Another thing, the monsters "expire" after a little while. They die off automatically. This is because if they didn't, and I find a really good safe spot, you'd be sitting there watching me play for 20 minutes. That's no fun (for you). But as a result of this expiration, a lot of people see 20 monsters chasing the last guy but he wins. He must have killed all those monsters, right? No, most died off on their own.

One time I was playing and I was the last one on 16 with a ton of bad guys left. I had a globe so I tried to round up all the monsters. I activated the globe and ran right into the middle of them and tried to fire my deemer at the floor. It got denied and I stood there for awhile pondering my stupidity. But because of the globe it looked like I was taking all that damage and still living. Someone spectating said, "I can't wait to get to 320s level where I can just wade through warlords like that."

I have bad news for everybody that thinks via stats you can obtain some sort of godmode. You can't. When you are alone on 16, anybody without a plan will die really ugly. A high level LW player has high survivability through all the waves except this scenario. But truthfully, you can get to this point of survivability with LW by around level 70 and some decent strategy/skill.

Shadow-X

Rampage

Joined: 01/22/2006 13:46:46
Messages: 114
Offline

So your saying give them more DB then others through the whole game so they can run around and one shot kills umm i say no...
FodderFigure

Wicked Sick!
[Avatar]
Joined: 03/31/2005 17:04:57
Messages: 508
Location: Northern Indiana
Offline

High level players need something. I ran out of things to spend my stats on. Dru wrote he never thought players would get as high as me and Dirty, but here we are I will probably change characters when I get the Bingo. Bingo's pretty hard with a lot of people blowing away the nalis before I can head shot them.

Spacey wrote:
I can headshot a nali at the keg from the top of a tower in face w/o zooming in about 2/3 the time. 

Wish I could do that.

With all the talk about how hard LA players are having, I just can't get up the courage to play it. Besides, I just cant shake my LW habits and I end up in the middle of things and die.







You mean I really am important? How I feel when I'm drunk is correct?



My skin
http://www.disastrousconsequences.com/dcforum/posts/list/1093.page

My Loaded Weapon character is known as [DC]FodderFigure
My medic character is known as [DC]FodderFigure_MD
My Artifact character is known as [DC]FodderFigure_LA
320

Wicked Sick!

Joined: 10/11/2005 21:28:38
Messages: 605
Offline

Shadow-X wrote:
So your saying give them more DB then others through the whole game so they can run around and one shot kills umm i say no... 


Where did I say that?
Shadow-X

Rampage

Joined: 01/22/2006 13:46:46
Messages: 114
Offline

Not you 320 the person that started this topic look lower paragraph
Shadow-X

Rampage

Joined: 01/22/2006 13:46:46
Messages: 114
Offline

Not you 320 the person that started this topic the whole topic seems we should give higher players a more db bonus
Mystic

Godlike

Joined: 12/21/2004 21:36:56
Messages: 417
Offline

Yes ,i took on a brigade of brutes.. with a vamp flak 7... which added to my vamp 6.. im a very agressive player..the more the odds are against me the more i wanna risk it..<only reason i won was i wasnt the last player.>.

but,when the last person is left and the monster become his/her lvl.. its all about skill...and thats what its meant to do ...upping the dmg for high lvld players would end up bad..very bad..

back in the day ,thier were lots of maps we just couldnt win ..but now .we destroy them .. in time you develope your own strategy to stay alive,and thats what makes this game what it is ..

Its not the weapons or the dmg output.. its the player.. and the imagination as to what he/she is capable of doing..


[Yahoo!]
Cazius

Killing Spree

Joined: 07/10/2005 21:19:20
Messages: 93
Location: cheesehead territory
Offline

Ah well. It was an idea. I guess the best idea out there still is to cap the monster level to around 100.

I just hope Druid can make it happen someday.
cplmac

Wicked Sick!
[Avatar]

Joined: 12/19/2004 21:10:38
Messages: 1464
Location: chicago burbs
Offline

I never knew that about piercing, it is often the first weapon jettisoned when I spawn. Good to know, I expect it to have an impact on my score!

good, bad, I'm the guy with the gun.
320

Wicked Sick!

Joined: 10/11/2005 21:28:38
Messages: 605
Offline

cplmac wrote:
I never knew that about piercing, it is often the first weapon jettisoned when I spawn. Good to know, I expect it to have an impact on my score! 


Piercing ignores the monster's DR stat and it ignores your own DB stat. So it's only effective in special scenarios. If you use a regular peircing wep on most waves, more or less, you are dealing roughly 40% less dmg.

What most do is save a piercing in the inventory. Say you have a piercing flak but someone is handing out a flak 5. I toss the peircing and get the 5. Then on wave 16, I'll toss the 5 and walk over the flak again to get the piercing back.
 
Forum Index -> Druids RPG Go to Page: 1, 2, 3 Next 
Go to: