![]() Re-logic are absolutely free to design their game as they please. Whatever be their decision, it's absolutely theirs and I admit that I have no right to dictate what they do, and I WON'T be doing that. There is no way I am going to pick up Master Mode anytime soon.įirst of all, let me be absolutely clear that I am not "complaining" (as some people in the Discord channel thought) to the Developers that they should change how Master Mode is and how it works. While I am not fully confident this thread will not fall into the same chaos and madness as it does over Discord, I hope my insight will help keep this thread from falling over.Īs for my opinion of Master Mode: I don't have really much of one except that it looks really unfun to me. Master Mode has been a touchy subject on the Discord server and from my experience it is very difficult to hold a reasonable discussion over it here. This becomes especially apparent when people start repeating arguments or points, as they feel the need to try and drum it into the opposition as opposed to trying to debunk their points. ![]() The moment either side fails to do so and begins shouting down their opponent is when a debate begins to spiral out of control. In order for a debate to progress at all both sides need to make an effort to understand each others position and understand why they hold these opinions. It is very easy to feedback loop new players with one or two ghosts making 2 more graveyards.Before people start debating about master mode, I'm going to leave this here: Also, in general, more tweaking should be done on certain enemies health, such as the ghost. Things like this would be interesting, and present new challenges to tackle. Have armored goblins slow down when Infront of archer goblins, have pirate flintlock shooters retreat before firing again, have goblin peons bunch up and jump up and down in one big wave while running at you. So instead of giving them extra health, they should have increased spawn rates, and have better ai for coordinating with one another. Invasions shouldn't be a series of high health enemies that can solo cap your own home, it should be what it's named. It's not very interesting, nor is it engaging. In its current state, invasions feel like a series of super zombies coming for you, so of them with ranged weapons. This seems like a game breaking level of reduction, until you rember that to get there every other ability was sacrificed, and that it makes you a 4 shot instead of a 2 shot. This would translate to 50% damage reduction. At the very extreme level, after sacrificing all other abilities, one can achieve a little over 200 armor. Make it so that every 1 armor gives you 0.25% damage reduction, so that armor maxing can be viable, atleast slightly. I do believe master mode should adjust it though. ![]() This is not exclusive to master mode, as this is also something that expert mode has. It makes avoiding getting hit critical, and changes your strategy. Damage and ArmorĪs it stands, I do believe that the level of damage you take is reasonable. Master mode is meant to be a challenge, yet this is only challenging our patience with the formerly easy bosses. This puts us in the situation where we either struggle through a healthbar that some group members have trouble pushing through due to class unbalance, or that we use the late join glitch so that the boss has a lower healthbar than if all 5 of us were in. With every player, the health of bosses increases an enormous amount, making the already bloated boss health bars insurmountable. When we fight bosses, we try to do them as a group, but the game is telling us not to do this. So, I propose a series of tweaks to the mode. I play with 4 other players, 1 melee, 2 mages, and 1 summoner, with me being the ranger. I believe that master mode is unbalanced, especially when looking at multiplayer. As of now, I'm in the middle of a master mode play through.
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