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journeyman
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journeyman
Joined: May 2014
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Seems the issue of damage may be fixed with this current update. Unfortunately not. Contacting a burning surface outside of combat still kills characters inside of 2 seconds. Something I've been particularly curious about since I'm not intimate with the games mechanics: Does resistance to an element mean that it reduces the chance that you will be affected by the status, or does it solely reduce the amount of damage you take from said element?
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member
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member
Joined: May 2014
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addict
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addict
Joined: Apr 2013
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hmm if the game already has a resist base direct damage. it could be a simple fix of just copying that line from one sell to another.
Example
Fireball adds in resist and reduces damage accordingly~
copy the lines that make it calculate resists on dots and ground effects.
^ if that is what you meant Hiver, then I have to admit it's a good idea and something I really want to play around with now in the toolkit.
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stranger
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stranger
Joined: May 2014
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i also think that friendly fire is a bad solution (realistic yes, but not really playable)
i startet a new game without a melee, because it was not possible to cast fire or poison on the monsters withouth damaging my own character. even when i have casted it away from my melee, he could not approach the monster that were poisend or on fire. waiting somewhere till it is safe enough cant be the solution.
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veteran
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veteran
Joined: Jan 2009
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i also think that friendly fire is a bad solution (realistic yes, but not really playable)
i startet a new game without a melee, because it was not possible to cast fire or poison on the monsters withouth damaging my own character. even when i have casted it away from my melee, he could not approach the monster that were poisend or on fire. waiting somewhere till it is safe enough cant be the solution. You have to think more tactically. Cast spells so the edges hit the enemies but not your melee character, cast spells in front of your melee character so that an enemy charging them will be standing on the surface, while the melee character is standing on no surface.
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old hand
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OP
old hand
Joined: Mar 2014
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- you call that self awareness Pete? That simplistic selfish demand rolled into accusation which rolls everyone in the same group that - you just dislike for its ... tone? That bothers you personally because you like some other tonnes? How about G minor? Any particular song you wish me to twiddle in it?
***
Fire unfortunately, at least as it looks in the tutorial, there is still problems with it.
Ive seen that same effect of water from barrels not being able to actually extinguish fire in the Burning Legion grounds. But it was so obvious (sometimes there is a patch of fire still visible under the water) that i thought i dont need to mention that. Not even rain spell on top of that water helps, sometimes.
Then funnily enough, i tried setting that poisonous cloud in the dungeon by setting fire to a barrel - with my burning touch spell, and throwing that into the cloud so i can save the small fireball spell for later.
But a whole burning barrel thrown in the middle of that cloud doesnt do anything. I tried several times.
I havent had any experiences with enemies that i burned or poisoned that then would hurt my melee characters with those same effects on contact. But i suppose it could be true.
Since most enemies are undead i usually dont use poison, and even when i do in some rare cases - it usually disappears from the enemies quite fast... unlike in my case. Fire, on the other hand, if it catches on - kills them too fast, usually.
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stranger
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stranger
Joined: May 2014
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Just some suggestions regarding fire and poison:
Fire: The Warrior skill "Helping Hand" should be usable to put out a hero on fire (in addition to it's normal use).
Gradually increasing intensity from fire damage to remove the feeling of gasoline covered heroes. For example.. 1.Round: 15 dmg, 2.Round: 30 dmg, 3.Round: 45 dmg ...etc.
Poison: An incredibly deadly kind of acid as it is implemented right now. Poisoned ground should not be abled to do damage until transformed into a poison cloud. It should act like water or oil until transformed.
A secondary effect like Constitution-Damage for the duration of the poisoning would also help to make it more unique and not just an ordinary dot-effect.
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old hand
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OP
old hand
Joined: Mar 2014
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Just some suggestions regarding fire and poison:
Fire: The Warrior skill "Helping Hand" should be usable to put out a hero on fire (in addition to it's normal use).
Gradually increasing intensity from fire damage to remove the feeling of gasoline covered heroes. For example.. 1.Round: 15 dmg, 2.Round: 30 dmg, 3.Round: 45 dmg ...etc. Something like that would work nicely, yes. The current problem is that damage happens too fast for you to have time to even try anything to stop those flames. In combat and outside of it. / besides, im noticing now, atleast in the western area that enemies and my character dont burts into flames so easily... probably that "wet" status helps there. But,once you do.. its just 45!-37!-39!-55! dead! I cant really understand why is damage allowed to pile up so fast... In fire cases or when it comes to poison or acid. If its a matter of having deadly traps and specifically deadly surfaces - then just make them deal 500 damage and thats it. I doubt its that the cause is that simple but... i just dont get it. Poison: An incredibly deadly kind of acid as it is implemented right now. Poisoned ground should not be able to do damage until transformed into a poison cloud. It should act like water or oil until transformed.
A secondary effect like Constitution-Damage for the duration of the poisoning would also help to make it more unique and not just an ordinary dot-effect.
Good suggestion. They should decide if its a poison or if its acid. And then have it work appropriately.
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stranger
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stranger
Joined: May 2014
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So I just managed to die to fire in the tutorial area. I shot the water barrels by the flaming patch, waited a bit, clicked to run across, BOOM. It looked like it was clear.
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veteran
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veteran
Joined: Jan 2009
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And in the graveyard tunnel, which was full of fire (because I had to run away from the Skeletal Scorcher fight), I came back with reinforcements and had Jahan cast Rain. It looked like it was clear, but I ran in got set on fire, combat started, and I died.
After reloading I tried the rain thing again, and I think I figured out what happened: the big problem here is that we're getting burned by STEAM CLOUDS, which are nearly invisible. I know I've burned myself on steam a few times thinking it was just water. Make the steam clouds more visible, please.
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stranger
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stranger
Joined: May 2014
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I can see taking damage from steam but it really shouldn't be able to set you on fire.
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old hand
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OP
old hand
Joined: Mar 2014
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Steam is actually nicely visible, if its there. Try using some steam arrows and you will see. Its a white-ish cloud that is usually as big as poison cloud.
This particular problem does not happen because of steam but because the water does not extinguish all of the fire. You can often see a few smaller patches still burning -under the water. And sometimes there isnt any visible - but you do get burned when you step on that particular small space.
Which would not be the case if it was due to some steam. Because then, you would get burned in a bigger wider area.
This is visible in these areas and in the Burning legion location.
Sometimes these patches get eventually extinguished by second water barrels and rain spells - which takes quite some time, sometimes not even then.
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stranger
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stranger
Joined: May 2014
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Invisible fire is a pretty big problem considering it can still kill pretty fast.
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stranger
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stranger
Joined: May 2014
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Sorry it was a little bit too much for me to read all other comments before, so please dont be rude if i say same as others  First i thought the same about Fire and poison as the most, cause that is great damage in a short period of time and can be very frustrating. Itエs mostly deadly if you havent thought about what you are doing in and out of combat. But after time i learned to handle it most times, or simply dont use it/play with rain spell up the most time. For me its positivly great to be forced to think more Tactical and Strategic to survive that. Dislike: What i realy dislike is that you are realy happy if you survived a big hard fight, only to see one ore more of your characters dieing when combat ends cause they are standing in poison or fire before you can bring them out or cannot survive them cause the surface under it dont stops to burn and they die instant after resurection. Neither i can use some wonderfull great abilitys of the classes to its fullest. For Example like the rush of the Knight through enemys becaue if they pass fire they will burn like they are soaked in gasoline. What should be done: It would be great to use things like that as combos. Fire up 2 skeletons standing near to each other, and rushing through them to knockdown them in the flames for further damage, but with no consequence for the knight if you can rush far enough away from the burning surface. Give us back the posibility to pause the game itself so we can at least have the chance to start early healup, or enough time to find the nearest safe position to survive after fight. LG Feuerfeder
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apprentice
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apprentice
Joined: May 2014
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The current system with burning and steam causes way too much damage and in a wrong way.
The logical reaction when you are burning is : first you exit from the fire, then you stop the burning, third you heal OR first you extinguish the fire ( rain or water barrel ), then you heal OR use an immunity spell/potion and stay inside
In the first option you are killed before exiting. In the second option, steam is created and you still take damage and you will die if you move You can survive only if you don't move.
It is illogical that you take more damage if you try to exit than if you stay inside. Damage should be a fixed amount per turn whatever you do. If you have 10 AP you will take 10% of the damage per AP used while burning.
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old hand
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OP
old hand
Joined: Mar 2014
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I think the big part of the problem is that there is a mechanic that makes you take damage for every step you make on the burning surface.
I just noticed it a bit better today, as i was trying to move my character out of fire the Sparkmaster 5000 was creating.
That is where those fast numerous hits of damage happen, since each time you make a step the fire damages you all over.
And it works like that in TB combat mode.
While of course, in real time especially, the instinctive reaction from any player is to try running out of that fire. Which causes several consecutive hits of damage - for each step. So if the first step doesn't kill you the second surely will.
Presuming you are still alive after the initial hit of damage.
- one more thing:
It seems that being set on fire, burning - lowers your fire resistance even further, into negative numbers...
W.T.F?
Last edited by Hiver; 31/05/14 10:41 PM.
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veteran
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veteran
Joined: Jan 2009
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Before, half the utility of the Rain spell was to put out party members who are on fire. Now, that is worse than useless, because when you rain on party members standing on a fire surface, the ensuing steam clouds come up and damage them again, re-setting them on fire.
That's not helpful.
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old hand
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OP
old hand
Joined: Mar 2014
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Also, rain doesnt affect any burning damage or fire that was taken or created after the initial usage of rain spell. The rain keeps falling but... doesnt affect anything that was created after it was initially used.
I didnt see thorska post above when i wrote the next one after that. I agree, yes. The steam is also a problem because it acts exactly like fire.
- I would hope we could clear steam clouds with rain.
- That once cast rain would actually act in every turn so it would affect any fiery or steamy effect that appeared after the rain was initially cast.
- That lightning was enabled to affect steam - if it doesnt already.
- And that any "cold" or icy spells could also be used to remove it or affect it.
The overall effects of any burning damage or status effect are as described. You are better off if you remain standing inside fire then trying to move out. Which is of course completely counter intuitive.
Ive re-checked whats happening with the resistance and it gets lowered by -20 points. Not below zero as it first seemeed to me but it deducts 20 points off whatevere you had.
Which also doesnt make any sense to me.
I dont see any logical reason why a burning status should also lower my resistance, which is coming from gear. (or poison, or any other such resistances either) Gear isnt damaged itself and even if my character caught fire - the resistance should remain the same.
Which would help with this problem. Though some more substantial changes to the way all this functions need to be done, and apparently will be, as Raze wrote in another thread.
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veteran
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veteran
Joined: Jan 2009
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Unless something's changed, Lightning does affect Steam to create static clouds.
I agree that having a Burning status effect lower your resistance to fire is also not helpful, since it defeats the point of getting resistances at all.
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old hand
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OP
old hand
Joined: Mar 2014
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I thought i saw lightning making static clouds out of steam. I just wasnt sure at the moment.
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