Arulir + Respawn rate
Posted: Wed Aug 26, 2020 3:56 am
[Arulir] - Without giving away the spoilers related to the said monster, the main thing I want to highlight is regarding the boss. It has a very high HP and despite 2 Combat speeds, Critical hit skill 47 (25% x3) and 3AP + 30-38 AD strike, I lose each time esp the dangerously powerful conditions which works as a serious damage offensive. Clearly the dangerous monster after graveyard king.
I felt like the player was put up against a monster with no option to stand up a chance in a fair battle. Is there a counter for the conditions? I can't find any potion or antidote to protect (or lower) the effects of the conditions nor any other means to have any advantages over the monster. It's like kill, kill and kill till you succeed while gulping as many health potions but given the very high HP even the critical hits by the monster can make this a challenge, irrespective of how much damage I do.
The kill and flee strategy is also very hard given the extremely narrow spaced area of the battle with other monsters surrounding the player.
My suggestion:
1. Reduce the HP or powerful condition percentage of the boss to target the player. In normal gameplay it'll take a lot of levels to raise the AD that could land a serious HP blow on the boss, and even then I doubt it'll be effective enough to get through withpit tons of trials and reloads, which doesn't make a battle exciting.
All I request is a relook at the said Arulir boss stats and abilities and balance it out to make a fair battle for the player.
Why can't a player be offered a counter to the conditions in the form of additional potions? That should be possible in future updates.
Respawn rates - Another issue with the game is the respawn rate of monsters at times becomes too quick than it should. I have cone across many instances where a monster respawns within 1 second after killing and since I step ahead after finishing the monster, the respawn often occurs behind the player with an immediate first strike from the monster.
Fortunately, the issue isn't widespread but happens at limited times on maps with many closely spaced tiles to move around but it's still annoyin because it definitely occurs once on every areas of close quarter battles. Green maze, Charwood, the spider cave are the worst examples in this case.
Please look into this issue. It is illogical for a monster to respawn within 1 second. There should be at least a gap of two rounds before it respawns
I felt like the player was put up against a monster with no option to stand up a chance in a fair battle. Is there a counter for the conditions? I can't find any potion or antidote to protect (or lower) the effects of the conditions nor any other means to have any advantages over the monster. It's like kill, kill and kill till you succeed while gulping as many health potions but given the very high HP even the critical hits by the monster can make this a challenge, irrespective of how much damage I do.
The kill and flee strategy is also very hard given the extremely narrow spaced area of the battle with other monsters surrounding the player.
My suggestion:
1. Reduce the HP or powerful condition percentage of the boss to target the player. In normal gameplay it'll take a lot of levels to raise the AD that could land a serious HP blow on the boss, and even then I doubt it'll be effective enough to get through withpit tons of trials and reloads, which doesn't make a battle exciting.
All I request is a relook at the said Arulir boss stats and abilities and balance it out to make a fair battle for the player.
Why can't a player be offered a counter to the conditions in the form of additional potions? That should be possible in future updates.
Respawn rates - Another issue with the game is the respawn rate of monsters at times becomes too quick than it should. I have cone across many instances where a monster respawns within 1 second after killing and since I step ahead after finishing the monster, the respawn often occurs behind the player with an immediate first strike from the monster.
Fortunately, the issue isn't widespread but happens at limited times on maps with many closely spaced tiles to move around but it's still annoyin because it definitely occurs once on every areas of close quarter battles. Green maze, Charwood, the spider cave are the worst examples in this case.
Please look into this issue. It is illogical for a monster to respawn within 1 second. There should be at least a gap of two rounds before it respawns