![]() ![]() You can't perma taunt/CC if you're out of mana.īut I remember when I used to play with 3 other friends, and since I was the most advanced player I had to put defenses and well, they were quite pointless at some point and everybody was forced to play a DPS in order to take care of their own quote:ĭamage isn’t the point magic. ![]() Maybe the idea of "parmanent" CC and "everybody play a tank" could be tweaked, simply by reworking mana / cooldown and how fast mana regenerate. I know you did "touch this on another post", I had the idea to post this since a long time but when I read your post I was like "hey you have a few minutes to lose, why not write it right now ?" and so I did. And no one would even bother attempting to DPS when the enemies can just be stun locked forever. Although this would pretty much just bring back everyone playing a tank or playing a character (like the adept) that can literally permanent cc a lane. Again I do like the idea of the DPS decreasing while enemies hp and damage stays the same. Where as the new map buffs enemies far too much to the point it’s almost impossible to safely leave a lane when a boss spawns. ![]() Therefore the hp buff was perfectly fine as 1 hero per lane is basically an easy win. This game was originally made with a 4 player coop with 4 lanes approach so as to have 1 player per lane. The problem is the new map with upwards of 10 lanes. And no one would even bother attempting to DPS when the enemies can just be stun locked quote:I actually just touched on this on another post. ![]() I actually just touched on this on another post. That new player can secure a lane, repair, CC and deal damage but he probably won't be able to completely destroy bosses on his own. Instead of bringing a hero for a huge DPS increase, your bring it for utility. That new player can secure a lane, repair, CC and deal damage but he probably won't be able to completely destroy bosses on his quote: Therefore the total DPS of your party doesn't increase by a lot (unlike in DD2), and defenses are still as efficient. In OMDU, enemies' health / defense damage do not change with the amount of players in your party, however, each player gets his DPS decreased. Why not take an "orc must die unchained" (OMDU) approach ? While some map can be played "one player on each lane", the result of this mechanic is that playing solo is easier than playing with others. Meaning, while each player bring more DPS on the "hero side", nothing changes on the "defense side", and the defenses become quite pointless the more players are present in your party. No DU bonus or defense scaling or anything. If i'm not mistaken (and if I am, this thread is probably pointless), last time I checked, having more players in your party meant enemies will have more health (i'm not sure about their damage) and that's it. ![]()
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