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In terms of actual damage I think the art is okay, but the logic behind it throws me off. Visually it looks like a bomb, and it explodes much like the guard art where Lea goes to 1HP and, if successfully hit, creates a Wave explosion around her that damages all nearby enemies (forgot the name atm). Wouldn't AS make more sense being the same, even if you have to make the blast radius much smaller or spread the base damage to compensate?
Favmir, without a dedicated "lock-on" or "mark target" mechanic (that would work comfortably for gamepad users as well) I don't think the game has a logic engine good enough that would predict your intended target 100% of the time, so I'm not sure having the art go through enemies would work without changing the intended effect completely. I agree though that enabling Mark status on this as well would also make more sense.
Yeah shortening the aiming time wan't probably a good idea considering how hard it is to use it outdoors. Homing could be really good improvement too, but I'm not sure if it won't affect people who are already good at aiming in negative way.
The logic behind my thoughts about the damage was the fact Wave is an element specialized in Throws, and this is supposedly the ultimate sniping skill that is unreliable and can only hit a single enemy. But the damage was so weak that you could just shoot 5 lvl 1 throw arts or just use more reliable skills in other elements to do the more damage.
It does look like and AoE attack. I was surprised that it was single target as well, but I took it as a design choice to make it more badass.
Oh the game doesn't need to know my intended target. My theortical skill works just like current one, but penetrate enemies and bounces three times on walls, disappearing when hitting the wall last time. The enemies that got hit before any bounces will get minimal damage, enemies after one bounce more damage, ones after two bounces even more damage, so on. But I think keeping the same design as now but just tweaking some numbers is probably for the best. My theoretical desing doesn't neccessarily make it better, and it's gonna be bit of waste of time on dev's part.
The idea really is that Ether Snipe should be the most powerful single target ranged attack, especially if bounced correctly. From what you describe there seems to be a balancing oversight. I'll make sure to have a closer look at it soon. I'd also consider making the damage scaling a bit less linear. That means the first bounce will give you the biggest bonus, while the second and third bounce will have a smaller bonus. In that case just having a single bounce would make the attack already worthwhile and more practical in general. I'd also consider making the attack on par with other lvl3 throws without any bounce.
The thing is though that "Wave Motion Beam" should be powerful as well, since it drains your HP in return. So it at least makes sense for it to be more powerful than other level 3 ranged attacks. Maybe not THAT more powerful though.
EDIT: Are you sure you want to have a SHORTER aiming time for Ether Snipe?
The Aiming Time comes with a very strong SLOWDOWN which means in practice enemies will not be able to do a lot during that time. It also is the only thing that makes tricks shots actually practical since you have time to adjust your aim and try out a few aiming options. Making the aim time shorter would be a DOWNSIDE in practice. What I'd rather do is making the slowdown stronger.
Thank you for taking your time reading and responding! Your take on that change sounds great. It'll make the skill less dependant on the environment you're in. I think balancing the skill around the damage it does after one bounce is the best way, since it's not as no-brainer as direct hit but easy enough to pull off consistantly when you get good at it. Multi-bounce is basically impossible in some areas with complex geometry.
Wave is the element focused on range, it's notthing wrong about it being strong. My problem was that it could hit multiple enemies and it automatically gathers them so you never miss, they cannot attack back, and it does more damage than single target lvl3 skills for each of them. In my take on the matter where it didn't inflict Mark, the maximum damage(Marking them first, then using the Beam) would be the same but not as good when used alone.
Oh I was thinking the shorter aiming time as a nerf in compensation. In my version of the skill, it's considerably harder to land those multi-bounce but it does a lot more damage. It's practical to just go for single bounce attacks for typical use, but if you're doing a hardcore run like "One-Hit-Boss Combo" it could be a cool tool in your arsenal that has massive potential.
But I think your version is better than mine. When in practice, such skill would be very exploitable and sometimes a player who was just lucky will hit a multi-bounce, and it's against the rule of effort-reward system in games. Your version is better where it only does a bit more damage. Like I said in response to muxmeister,
Also, I realized after another test that one of the numbers above was wrong. The lvl 1 throw art(Fairy) does receive bonus from Mark, it's the lvl 2 and 3 that doesn't.