Which one, Yas Forums?
And why?
Which one, Yas Forums?
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What effect does Def have at 50?
Why are the hands (?) copied from left to right, but not the stick figure?
You do Half Damage (basically feeling as if he has 200 hp)
I did everything top down for one panel so I got lazy when it got to the hands.
a combo of both (no max HP but there's secondary stats like armor, dodge, etc.)
because players like having options.
>there is no max hp
oh yeah because I would fucking love people running around and picking up health and avoiding combat until they become fucking invisible
obviously I will go with max hp is 100 for everyone
Max HP being the same for everyone makes calculations easier. I am assuming DEF is a stat in both scenarios.
the fuck are those hooves and what do they mean?
option A or 1
Defense can usually be pierced so left I guess
>HP shouldn't have a limit!
Let me guess, bernie voter?
>a combo of both (no max HP but there's secondary stats like armor, dodge, etc.)
No. Fuck you. This is retarded. Why overcomplicate things like this? What's the fucking point. And fuck you niggers who combine shit like "WEAPON DAMAGE" and "STRENGTH" together.
wouldn't wanting a limit to keep everyone on the same level be more in style for bernie voters
>knowing bernie exists
he's too stupid to realize that
What the fuck is the shit on the bottom supposed to be? If the answer is hand you need to be put down.
bernie voters don't want equality, they just want gibs
brainlet outing himself lmao
the answer isnt 'hand'
it's fists
Fixed max HP makes damage calculations very difficult. It seems counterintuitive, but I tried it.
It's flat out easier to give mobs varying degrees of HP.
That being said, more stats make for a more interesting game if balanced correctly.
>overcomplicate things
but it's not overcomplicating. every stat is simple, there's just a lot of them and if you don't understand them by the 1hour30min mark then i'm sorry that you have room temperature IQ
What is the point of having 2 stats that do the same thing
Yes.
Right since with this system, that places a hard cap on stats. Not only can you not go over 100 defense, but there is diminishing returns the higher you go. I loathe diminishing returns. It's like you're punishing it when players get stronger.
> 2 stats that do the same thing
And now you've outed yourself as a retard.
> max HP
gives you more HP to tank damage with. If there are skills that, for instance, rely on how much HP you've lost (I.E. nu-FE's Vengeance skill, which tacks on half of your missing HP as added damage when triggered), you want this
> defense
lets you take less HP in damage. It makes you strong against conventional attacks, but since you can often only afford to spec into so many things, also makes you unusually weak to attacks that do a percentage of your HP or a fixed amount of damage.
And even without other skills to consider, DEF will eventually hit diminishing returns (once enemies are doing the minimum possible dmg to you, what's left to upgrade defense for?) but HP won't (unless it gets harder to raise as it gets higher).
tl;dr: they're very different and any good game should have both, fuck off.
but they clearly don't do the same thing.
your HP bar being longer protects you from a variety of things, such as poison, normal damage, various magics, but only moderately.
[type]armor blocks damage dealt to you by [type] attacks by a static number, and [type] protection decreases the damage before it's dealt. but neither of them will save you from a poison-laced dagger cut when each attack deals at least 1 damage and poison cannot be armor'd or protection'd after you have the poison stack
they only do the same thing if you're a stupid gamedev, which to be fair a lot of devs are.
also kinda related: youtube.com
the HP bar is also your weapon, so in it defence stats won't increase it's max length but will increase how durable it is
If your game has percent hp attacks it's probably garbage.
No max HP but you can spec for health shred, doing more damage the more health they have
>tfw no qt beaner gf
>diminishing returns the higher you go
actually the returns only increase the more def you have. with 1/100 def you might still die in one hit to a 101 dmg attack, but with 50 you die in two, and with 75 (which is just 25 more) you die in four hits of a 101 dmg attack
the jump from 90 to 95 def might not seem like much but it is as big as the jump from 0 to 50
>but it's not overcomplicating. every stat is simple, there's just a lot of them
If having multiple stats boils down to the same one number in the end, you don't really lose anything from just having one stat instead, save for the illusion of customization
I think they have a place if they're rare enough.
Say, imagine the game has a "hunter" class that can only do their % HP attacks against targets currently trapped or inflicted with a unique status, or maybe even when they're below a certain HP threshold already.
Or a vampire race that thrives off of targets with high vitality, with a racial ability to drain a certain reliable percentage of HP. Ironically weak to squishy wizards and such.
see my earlier post. You DO lose potential functionality from not having both.
If having multiple stats boils down to the same one number in the end then the game is badly designed and is shit. we don't talk about shit games and we should do with them is learn to not follow their mistake
No they don't. Why give the illusion of character builds or progression if you have mechanics in place that affect all builds equally? Stupid fucking design.
Why do the fists look like heads?
everything depends on whether damage numbers are rounded to nearest integer, truncated, have a minimum value, etc.
There's also how impactful relative values are. 1 health missing on a 5 hp character is a lot, 1 health missing on a 100 hp character is negligible
more complexity from the left means more ways to counteract them. an ability to ignore DEF and go straight for HP or something that corrodes DEF are a few things that would be more enjoyable to overcome rather than just being a shitty bullet sponge on the right.
god I hope Risk of Rain 2 fixes the right
> affect all builds equally
Now who the fuck said that? You ever heard of competitive balance, retard?
Literally look at my example. A hunter/trapper or vampire fighting a class with low HP but high defense is fucked. Everyone has different specializations. Yes, in theory, everyone can have the same damage output/tank the same damage output/heal the same damage output by the endgame, that's ideal, but they do it in different ways and they do it best against different targets/in different scenarios. THAT is the point of all these stats.
Poison doesn't feel like an engaging or worthwhile element to have in a game. Oh, I can get stabbed once for pitiful damage and now the enemy runs away while I take tiny cuts of health. It's like NES platformers with flying bird/bat enemies designed to cut you off mid-jump. It does the opposite of immersion and makes me lose interest in carrying on. Why does the Souls series have like four games in a row with "poison swamp" as a setting?
>get armor to negate damage
>enemy has weapon that ignores armor anyway
Shitty design, it's like playground rules. "Yeah well my magic katana ignores armor and deals triple damage to stupid gaijin nerds"
> get armor to negate damage
> some enemies/players have armor ignoring/punishing weapons, forcing you to find a different strategy
> "lol no thats playground rules"
who says the enemies have to also have what you have
Why do I have hooves instead of hands?
If you give people the option of making defensive builds they shouldn't be penalized for it later in the game with percent HP attacks that put you on an even playing field as a glass cannon. Fuck off.
You do realize the people with percent HP attacks will also be fucked against other builds, right?
What the fuck do you want? If every interaction is standardized so nobody has more than 50/50 odds, then builds are pointless. If defense has absolutely no counter, then non-defensive builds are pointless. What fucking third option is there?
>You do realize the people with percent HP attacks will also be fucked against other builds, right?
They disproportionally affect people who invested into defense retard. A 10%hp gets more value when used against a person with high HP.
>Defense has no counter
Defensive builds shouldn't have strong attacks? How hard of that is a concept to design around?
If the hunter's %HP attacks rely on the enemy being trapped, then why not say the traps only take hold at a certain damage threshold?
If it relies on status or HP percentage, then the defense player is at no disadvantage.
And against the vampire, the defense player is at an advantage, since the vampire's drain skill is useless as a restorative for the vampire.
Yes, some builds are more effective than others against other builds. Once again, do you know what competitive balance means you fucking retard? Your defense will fuck over some enemies but not fuck over other enemies. There should be no one "winning build" in the fucking game.
>There should be no one "winning build" in the fucking game.
>Apparently the detriment of having low offensive capabilities isn't enough and there needs to be attacks that just invalidate them altogether
>"Competitive balancing"
christ please fuck off back to whatever moba you slithered out of
Fuck you, percent hp attacks are great
> he wants to be able to do nothing but sit there and take attacks
Absolute fucking retard.
>> he wants to be able to do nothing but sit there and take attacks
Yes.
Well congratulations, you've now made defense unusable by virtue of how fucking boring it is. This balance is straight out of Overwatch. Now who's the one who slithered out of a moba, you fucking retard?
no max stats
every stat can go to infinity.
>Straight out of overwatch
>When OW does the shit you're even implying is good
okay then retard.
wait those are supposed to be hands?
> up until they fucking ENFORCED 2/2/2, everyone tried to make 4DPS work because healers and tanks are boring as fucking shit
> now it takes ten minutes to queue as a DPS and one or two as a tank or healer
> because tanks are so hyperfocused on doing nothing but surviving attacks that their gameplay is slow and boring horseshit
> but lol tanks being JUST DEFENSE is ok bro
Retard.
I'll take max HP, then use elemental damage that bypasses all armor.
hi Edgardo
Damn you sure do know a lot about shitwatch for someone who isn't a mobafag.
Because it was supposed to be the "tf2 killer". I check in on it from time to time when I need to feel better about how Valve stuffed my game in a burlap sack and backed over it with a semi truck.
>elemental damage
i got all ele resistances at 99 have fun kid
haha me play retard tf2 knockoff so me compare faggy esport bait game to every game balance. me smart.