Why are status effects always worse than just attacking? How can you make them balanced?
Why are status effects always worse than just attacking? How can you make them balanced?
I have very low expectations but I hope this thread ends up being good.
I think there's two things that should be done to fix them:
>make damage over time go up with time
For instance, of the first turn the DOT deals 10 damage, but if it isn't cured then on the next turn it will deal 30 and so on. Since this is now a mechanic casters can have skills that increase duration too, instead of just applying the DOT.
>status effects do something else other than damage
Poison can for instance reduce attack, freezing makes you unable to move, fire either fucks your accuracy, gives chance for your next attack to target your teammates or something.
>damage going up over time
Poisons are useless because random encounters already don't last long enough to make them worthwhile and most bosses are immune to them because them lasting a long time would be too powerful. Your suggestion would work better against bosses I feel with limited durations and increased durations with levels/magic ups, but makes the problem of random encounters worse. If a class is entirely focused on dots, they'll probably be lower level since you won't use them during most of the game?
That is a matter of how damage and health scale throughout the game. If the game is made in such a way that combat can, with some skills and gear, end in a single turn then DOTs are always gonna be inferior but if combat normally lasts 5 or so turn then dots become interesting. If trash mobs and random encounters with weak enemies are a thing then melee is probably gonna be better still but you don't need those on your game, each encounter can be more meaningful and have more weight and you can increase the weight of potential loss and reward from each batter to justify that and now combat can be relatively long without it being boring.
I don't think DOTs should ever be better than conventional attacks in a single turn, I think their thing should always be more of a delayed reward. On the first turn the melee guy will deal more damage but in the following turn it'll be even and in the third the dot will outdamage melee.
Truly, an issue of RPG combat being too basic in most cases, with long battles being a drain if too frequent.
It's how they're designed. The normalfag would rather have a million meaningless battles against trash mobs that are over in one turn to keep him stimulated with constant "you won" feedback than a proper system with some real depth to it. We will never see proper RPGs being made by AAA companies because of this too.
Is Dragon Age Origins not a good example of a proper RPG?
That's from 2009 and it's only been downhill since for DA. The more mainstream games become the more they are shaped by the lowest common denominator tastes.
Well this was quick to get onto the subject of the eternal downward spiral of vidya.
user why are you posting my fetish outside of /d/?