Ascend: Hand of Kul

Ascend: Hand of Kul

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Dusklite 5 Jun, 2014 @ 1:04pm
Current state of status effects
My feedback on status effects is that both causing them and receiving them is currently not where I think it could and should be.

To shortly elaborate: Causing status effects has a minor drawback that can turn into something major in prolonged/harder battles since if you are killing enemies that you could finish by, for example, fire effects or a detonation, you are effectively crippling your own source of healing unintentionally. And even if you intend to not cause status effects you are pretty much forced by having them on emblems (which you cannot and should not have to turn off).

Proposed solution:
since enemies you can finish are doomed either way, make them not die by status effects and only by direct damage (spell/weapon hit) or waiting too long on "collecting" the finisher (as it already is)



Receiving status effects should be restricted to active combat only. Currently some enemies decide to "swing at the air" while you are in a finisher animation which can cause poison, shock, etc. The effects are twofold: first off you are taking (delayed) damage which is not a reasonable thing to do while you are executing a finisher to regain health and secondly, it breaks a combo which I really think it should not.

Proposed solution:
you are already impervious to direct damge while executing a finisher, so remove the ability to receive status effects while in a finisher animation and/or (better and) prevent the AI from attacking while playing a finisher animation altogether - it looks pretty odd to get swung at in those situations anyway.



And last but not least, check if some status effects or rather related attacks are experiencing the intended behaviour. Example:
As I've written in another thread, I'm suspecting the shock attack by light enemies doing a shield slam shouldn't do pretty much the same amount of damage over time whether you block it or not (or doing a finisher for that matter). And evading is not an option since the attack is homing. You can theoretically evade it by completely fleeing the room or getting behind solid cover, but still that's not an elegant solution... to clarify: I'm not asking for advice how to cope with that attack, I'm only giving feedback as I see fit. ;)
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Showing 1-2 of 2 comments
Kashra Fall 5 Jun, 2014 @ 3:05pm 
I've only ever encounter your first issue, the other...never. And honestly? I like the consequences of using status effects. Why be so powerful and not have a drawback? If they burn out, or get shocked to death, then so be it! It isn't really your fault, but it is a perk and punishment to get that extra damage and stun, but take away your healing in the process. Besides, if you push the button as it appears, shock, fire or not. You will beat out that timer, because it starts at like 4% or something like that. I've done it multiple times xD.
Dusklite 5 Jun, 2014 @ 3:35pm 
Originally posted by Kashra Fall:
I've only ever encounter your first issue, the other...never. And honestly? I like the consequences of using status effects. Why be so powerful and not have a drawback? If they burn out, or get shocked to death, then so be it! It isn't really your fault, but it is a perk and punishment to get that extra damage and stun, but take away your healing in the process. Besides, if you push the button as it appears, shock, fire or not. You will beat out that timer, because it starts at like 4% or something like that. I've done it multiple times xD.
I found the finisher doesn't start at 4% or something, but once the enemy has taken lethal damage. I've had an enemy with over half of his health "left" go into finisher mode. And even ramming him with a tackle (i.e. a simple dash without attack) will suffice to kill.
I don't think the health bar is revelant at all anymore once the enemy is ready to being finished.
Granted, if you activate the finisher on a burning enemy between damage ticks, it'll still activate, but that can be anything between instantly and a split second, depending on when the last tick was, which makes it unreliable and prone to just luck and nothing else.

I'm just seeing a design flaw here if it was intended. The extra damage of burning for example is negliable compared to a single additional hit with your weapon... unless that weapon is horrible to start with of course, but I'm not talking about that special case. So I'm getting an emblem which will give me a chance to do extra damage which is pretty negliable, especially at higher levels, but will reduce the likelihood of getting a finisher executed. That's not useful and I'd argue that's way worse than getting +5% to magic damage or +5% movement speed or something like that. It's worse than getting nothing at all, actually.

As for the other issue not affecting you... that's strange, but okay. I don't know, maybe it's a client bug and shouldn't happen. I'm getting shocked/poisoned/etc. all the time while executing a finisher. Mostly by Troll Broodlings of the different varities. That's why I don't do finishers while living light/poison Broodlings are still around if I'm on a lower ED floor - you lose more health than you gain.
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