I think it is used to balance the weakness of the power system in video games. (The weight is based on the fact that it can be sent back to the camp, basically there is no advantage.)

What was reinforced in the previous version was the charm attribute, which has an advantage in trading.

So push has its necessity. It's actually quite interesting.


In fact, we need to pursue realism in the world of magic, including why gravity can jump so high, but can’t push it so far? In physics, the result should be the same for a human body of the same weight.

The ninth edition, changing and weakening the invisible pusher is sure to succeed. Whether to further weaken it, it is necessary to explore the balance of the game mechanism.

1. The success rate of pushing people depends on the strength of the force, and the damage will be fatal in addition to certain terrains, but players who are theoretically skilled in these terrains should be able to make a slight assessment.

2. The real damage depends on the amount of damage one's own constitution (health value) can bear. There is also a thing to contend with called "Falling Feather Spell", which can be cast from the shoes of the spell tower in the underground dark world, or the spell scroll.
Assuming that the current terrain is dangerous, is it possible for players to accept the casting of Blessing during or before the battle, but not the casting of "Featherfall"? What is the reason for this?


3. Another more advanced technique is the battle team formation. Sticking together can resist this risk, but it will increase the risk of AOE.

4. However, if the player does not intend to cast the falling feather spell and maintain a good team formation, the weight-bearing benefits of personal strength will come! You can carry a 10-weight box and place it next to your character for protection during battle. You can also cast some spells that hinder the enemy's action on the enemy's attack route in advance, or hide yourself.

Returning to the topic of balance improvement, I personally have the experience of being pushed by the enemy after teleportation spells...

suggestion:
I think it's good to be related to the health value, and the distance that the full health value is pushed is half of the current distance.

Less than 80%~30% is the same as the current distance.

If it is lower than 30%, give 1.3 times the bonus of the current version. (To satisfy the fun of the game, you can choose whether to push the enemy to death)

It can protect the exaggerated one-push kill, increase the fun of the game, and encourage players to take proper rest to maintain high blood volume.

Last edited by marriorqq; 21/12/22 08:20 AM.