![]() “However, Aloe and Potions are still healing a flat health value” YES, but it’s not hard to train healing to increase potion effectiveness. Knowing this, the % damage isn’t a punishment, but instead an essential mechanic for keeping pve challenging. Eventually, pve will become too easy and you will only die to lag or inattention. “Dealing a % of health punishes high level players for upgrading their vitality level.” TRUE IN A SENSE. This makes uw difficult and emphasizes that players need to be resourceful. Having high hp will help you against liches and ghost blades but will make you more susceptible to fire spirits, vampires, and scorpions. “it is detrimental to have higher health against these enemies.” TRUE. ![]() cast shell before killing them is another. (there are many ways to deal with fire spirits. uw grants you access to books, altars, cats, and some of the strongest gears in the game, so it is up to you to decide if diving uw is worth dealing with fire spirits as they are designed. for the high risk, though, there are high rewards. these mechanics keep uw challenging for new and experienced players alike.Įven when you are very strong and very careful, uw remains very risky. enemies that ignore armor (lich, dire, etc) negate the protection you receive from training heavy armor, so that past uw70, light, med, and heavy armor provide roughly equal protection. scorpion poison hurts more if u have high hp. like fire spirits, spike traps do percent based damage. Many uw mechanics also negate the power you gain as you progress. uw is generally easy, but many mechanics create situational danger: falling through a hole into a room of ghost blades and shroomies, spawning flayers on an altar, and now, fire spirits in a narrow hallway. this is arguably unrealistic, but what this means is the dev is intentionally using this mechanic to create danger in the uw, as you described nicely. You are right about fires, you cannot break them with a hammer, pour water on them, or throw snowballs at them, you can only wait for the fire to burn out. Point #2 is definitely more important but I decided I may as well throw the first one out there too. Suggested solutions? Make the fiery explosion a flat damage value and change up the fire spirits so that they don’t spawn a fire pit on death unless they are in an open area with a 1 tile radius of empty tiles in every direction upon death. Meaning if there are multiple mobs chasing you down a hallway, if a fire spirit decides to walk up the other way you have a ZERO% chance of survival. Killing a fire spirit in on of these pathways means that pathway is blocked until the fire pit burns out. The underworld is full of 1 tile-wide pathways and crevices. Think about it though, as far as I know, the Fire Spirit is an uw-exclusive mob. The fire pit at first seems like a convenient little thing to let you cook food on the go. The worst part apart its death is the fire pit it drops. The fiery explosion is a cool incentive to switch up playstyles and force you to use a bow but there are situations for example in the underworld where you can not use one if they sit around corners or something. Why are we being punished by having higher hp? The fact that these things spawn so commonly makes it too dangerous for a low level mob to high level players. ![]() You got 1000 health? It does approx 250 damage. You got 100 health? it does approx 25 damage. This would be alright if the damage wasn’t based on a % of your health. I know what you’re already thinking: WHAT? Fire spirits? How could those weak little things harm you? But hear me out.įire Spirits are a relatively weak mob and are easy to defeat.
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