Critical Resistance instead of Critical Immunity?

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Winterfall_0
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Critical Resistance instead of Critical Immunity?

Post by Winterfall_0 »

Hi hi, i've been lurking in this forum for a while. I don't find a lot of discussions on this topic, so i decided to make one.

Personally, i always consider resistance to be a better, or a more interesting design than immunity in most occasions. Why? Because resistances challenge the player to adapt with all the options they currently have, while immunities simply remove a certain option. Imagine encountering an enemy, where instead of trying to effectively use debuffs and stuns, you're suddenly forced to focus purely on raw damage.

Fortunately, this isn't a very signficant problem in Andor's trail, since the majority of the enemies are not immune to critical. However, some of the major enemies,
including hirathils, hira'zinn, and lava entities
are immune to criticals. It is also true that i can always switch my gears whenever i encounter an enemy with critical immunity, however, there is no option to switch my skills. So, if i have a character with internal bleeding, i'm basically fighting with 7 less skill points whenever i face an enemy with critical immunity.

Here is the point: A build that focuses on attack speed (eg. quickstrike dagger) will have a disadvantage against enemies with high damage resistance, and a build that focuses more on damage will have a disadvantage against enemies with high block chance. With that in mind, why not make it so a build that focuses on critical will simply have a disadvantage against certain enemies, instead of having their main gimmicks simply removed.

What i propose is that instead of a complete immunity to criticals, certain enemies will instead have a less chance to be inflicted with critical hits, and each critical hit will inflict less extra damage. This also allows more flexibilites on how resistant the enemies are to criticals, where the relatively weaker enemies have around 20%-50% resistance, while their stronger counterparts have 60%-80% resistance, similar to how the relatively stronger enemies tends to have noticably more DR and block chance than their weaker counterpart (eg. Arulir vs Demonic Arulir)
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rijackson741
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Re: Critical Resistance instead of Critical Immunity?

Post by rijackson741 »

Sorry, but this issue was visited maybe 10 years ago, so we are not going to change how crits work. We need to work on content, not how the details of the game engine works. They are certainly not perfect, but they are not the highest priority.
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
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Winterfall_0
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Re: Critical Resistance instead of Critical Immunity?

Post by Winterfall_0 »

That is very understandable. Thanks for all of your team's hardwork, this is a wonderful game that has entertained me since 2016
tsikymk
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Re: Critical Resistance instead of Critical Immunity?

Post by tsikymk »

Speaking of criticals,would it be possible to add that critical resistance(CR) stat on the not-immune NPCs?
Let's say that all non-immune to criticals monsters have a base resistance to criticals of X and the player's final ECC would be ECC-X.(Can work the other way around too)
I think that could rebalance the game a little bit:

-that would resolve the problem with heavy armors being weaker (from what I see in the forum) than light armors
make heavy armors increase that CR then people will have a good justification to pick heavy armor instead of light armor. In fact,that could balance the whole light and heavy armor stat that you may not need to modify their BC at all, just adding this CR can do it.(I think).So heavy armors should block better criticals from monsters
-that would benefit to players who would like to pick Fracture but then find it is not so superb so decide that it's not worth 14 skill points
make fracture decrease that CR to monsters so that the next hit will be more likely to be a critical hit (add monsters specializing in that too).
-it adds new unique equipments (legendary?purchasable?) that specializes in changing the CR.(Potions too are included)

-one high level skill for bark skin


I am not suggesting to remove the immunity to the actual crit-immune monsters, they stay immune to criticals, I just suggest adding a different strategy to fight the non-immunes ones.

If you would like to add this feature, I think giving the average monster a CR of 0 would work, and increase it to bosses or tougher ennemies.Add base CR=0 to the player too.


I think that's all I wanted to tell, I am sorry if my English was bad. Thank you for reading.
I hope it will be added in the next release
This game is awesome :D
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rijackson741
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Re: Critical Resistance instead of Critical Immunity?

Post by rijackson741 »

Speaking for myself, I don't want to rebalance the game mechanics any more.
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
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