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回報翻譯問題
Critical hits can stay, but I'd suggest to limit the critical hit chance to 15-20%. 20% is already a very high percentage. Also, Critical hit damage shouldn't exceed 150%. MAYBE 200% if the target is exposed and flanked.
Maybe have dodge chance reduce critical damage, similar to how block reduces critical chance? Something like 50% dodge chance reduces critical damage by 75%.
This is why I said no crits gives more design freedom. We can still have variance in damage with damage rolls, minimum damage to maximum damage. Crits are not necessary.
You're trying to create a completely different problem to solve, when critical hits themselves aren't even an issue. The problem is crits doing 3-6x damage or higher, which can be solved by just lowering the top end of critical multiplier.
Critical hits are the same, it's RNG factor. Dev said they like to have damage variance rather than cold hard numbers, so I presented an alternative to crits which is more predictable. Right now crits are mandatory, because it's so easy to build up high crit values that the devs had to design tough enemies that won't just be deleted instantly - and then it becomes a cycle...
But say you lower the crit chance to 20%. Then it's not reliable, you are then praying for crits. Or then the game doesn't require crits and the occasional crit can speed things up, or work against you if the enemy gets a crit on you. It becomes a big luck factor.
So just lower critical damage is what you want yes? That seems to be the best solution, even though it still leaves crits to be mandatory for dps. I'd say it would be better to create conditions for crits instead of a crit chance value: exposed/flanked, and fail to block = crit. Essentially the conditions for headshot will be the conditions for 100% crit.
Bosses should have high crit defense, aka reduced critical damage taken. Being able to one-shot a boss makes the boss more like just another regular enemy with flashy looks and a name.
This could be done if armor actually mattered. Give bosses a higher armor value than others, so they take less damage. What I repeated many times is that the game should definitely
1) reduce enemy numbers
2) do away with one-hit-kills
3) dial down the damage numbers
4) get rid of 100% chances. Make EVERYTHING only a possibility.
If one-hit-kills are out the window for both sides, you DON'T need Battle Mages with 150% block chance or a Rogue with 150% dodge chance.
Other points valid, but this one is total bs.
This shouldn't be removed mainly since in any RPG setting being able to one-shot a target is somewhat needed to reduce grind for player show growth and create a threat from the enemy, if your characters are all built like glass cannons or are too weak then they're gonna get one-shot if you don't have some plan plus that would be annoying for the player too if they are say lvl 50 and need 2 characters just to kill one lvl 1 character. Now, if it were a skill that does instant-death on hit, then yeah, we don't need that in a tactics game.
Battletech doesn't have 100%, nor Shadowrun. And they're just fine. In fact, hit chances barely ever go above 70% in Shadowrun games and characters land hits just fine.
I'd prefer the grinding to be reduced too. Drastically. People who have to balance spare time and daily duties DON'T have time to grind missions many times.
No. XCOM is a bad example of RNG. Shadowrun games are much better. They DON'T suffer from the same issue as XCOM despite hit chances peaking around 70%. Yes, Shadowrun characters miss, but not as ludicrously as in XCOM. Look at what "Abandoned Children" became though. Worse than XCOM. Unless your character blocks an attack, they get deleted, because a sniper with 250% hit chance, 200% critical hit chance and 400% critical hit damage increase hit them for 25.000 damage. Got impulse fields? Too bad, the sniper which shot your character activated fire support from three more snipers near it, with the exact same hit/crit chance and critical damage bonus. Absolute values are a terrible idea.