Author Topic: Enemy Melee, posisble refactoring?  (Read 7799 times)

Offline x4000

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Re: Enemy Melee, posisble refactoring?
« Reply #30 on: May 25, 2012, 10:19:44 pm »
No worries!  Hopefully Diablo 3 loses its grip on the gaming community before too many more weeks. ;)
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Offline yllamana

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Re: Enemy Melee, posisble refactoring?
« Reply #31 on: May 26, 2012, 04:13:17 am »
Wait, Misery, you said you were playing one of the battletoad characters? In the latest version of the game I'm seeing them take 20% of usual melee damage (and it says they do that on the menu). Is that new? (I hadn't played them before) Because that would totally change the ranged vs melee balance in the exact sort of way I was saying would be good for the game.

Offline Misery

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Re: Enemy Melee, posisble refactoring?
« Reply #32 on: May 26, 2012, 07:23:42 am »
Wait, Misery, you said you were playing one of the battletoad characters? In the latest version of the game I'm seeing them take 20% of usual melee damage (and it says they do that on the menu). Is that new? (I hadn't played them before) Because that would totally change the ranged vs melee balance in the exact sort of way I was saying would be good for the game.

With the newest patch, some character types have gained resistance to melee (as well as piles of other effects).  I've only just started messing with that patch though, so most of my melee tricks came from the version of the game that didn't have that (and I do this with any character because I'm aggressive and have no patience).

The Draconites actually seem to have LOTS of effects on them.   The downsides is very low starting health, and very low starting mana (but very HIGH attack).   The upside is lotsa stuff.  Lol.

But yes, look carefully at the new character screen the next time you have to make one, and look at each type from each time shard;  I think there's more than one that has resistance to melee.   The exact value of resistance depends on the character type.



......also I'm now going to call these guys Battletoads from now on because that is just hilarious.



EDIT:   Actually I'm looking at the character stats right now for my Battletoad dude, and the anti-melee stat is actually 80%, not 20.   Yikes.   That's alot.

It makes sense though, these guys are heavy and are as slow as freaking dirt.   If you're gonna use them, better bring a strong speed-boost / jump boost enchant, because they're quite difficult to use otherwise.
« Last Edit: May 26, 2012, 07:28:10 am by Misery »

Offline yllamana

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Re: Enemy Melee, posisble refactoring?
« Reply #33 on: May 26, 2012, 07:42:51 am »
I've actually been using my battletoad for a couple of lieutenants now; I haven't managed to lose it (?) yet.

Sorry if my phrasing was confusing. I tested it out and they take 20% of normal damage. Chris mentioned medieval characters taking less damage from melee, too, so I'm really curious to check those out!

The reduced mobility is, well, interesting. It's a bit hellish underwater, where you can jump about twice the height of your character, if that, before you run out of steam. The rest of the time it seems okay.

I haven't actually been trying punching dudes with mine because it doesn't have enough mana to use the punch dude spell. Maybe I'll swap some more mana in and give that a try. Mine has 378% of base attack at the moment and one shots a lot of enemies with ball lightning, so melee is sort of redundant. Very low health (~200), but very low damage taken gives a lot of staying power.

Offline Misery

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Re: Enemy Melee, posisble refactoring?
« Reply #34 on: May 26, 2012, 08:19:04 am »
I've actually been using my battletoad for a couple of lieutenants now; I haven't managed to lose it (?) yet.

Sorry if my phrasing was confusing. I tested it out and they take 20% of normal damage. Chris mentioned medieval characters taking less damage from melee, too, so I'm really curious to check those out!

The reduced mobility is, well, interesting. It's a bit hellish underwater, where you can jump about twice the height of your character, if that, before you run out of steam. The rest of the time it seems okay.

I haven't actually been trying punching dudes with mine because it doesn't have enough mana to use the punch dude spell. Maybe I'll swap some more mana in and give that a try. Mine has 378% of base attack at the moment and one shots a lot of enemies with ball lightning, so melee is sort of redundant. Very low health (~200), but very low damage taken gives a lot of staying power.


Yeah, I'm noticing the attack stat on these guys is STILL way too high, I coulda sworn they'd altered that...

As for Death Touch (which I assume is the one you mean), it is a bit.... costly. 

That was one of the reasons I went with Ice Burst for Battletoads, because even with their low mana, they can fire it usually a good 2 or 3 times before they have to recharge, depending on their exact mana level, wheras Death Touch..... I couldnt fire it even ONCE!

Offline yllamana

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Re: Enemy Melee, posisble refactoring?
« Reply #35 on: May 26, 2012, 08:33:40 am »
I actually mean Ice Burst. My battletoad with mana 2 has 87 mana, so...

It's actually become too little to sustain Ball Lightning IV spam, so I'll probably have to drop a little bit of attack for more mana.

Also, I meant to mention the shields. The shields aren't unlocked at the start of the game, so I didn't actually have them until halfway through the second continent. They seem like they could lessen the risk of melee a lot, potentially. At least for characters with more than 87 mana. :)

Offline omegajasam

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Re: Enemy Melee, posisble refactoring?
« Reply #36 on: May 28, 2012, 08:35:07 am »
One to look into early on os the leafy whip, more dps and range then miasma whip, but not so expensive that most charcters can't cast it a good 2-3 times.

Usualy 1-2 hits to kill anything and very quick. it's over shadowed by ice burst though.