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Topic | Mercenaries 5 Test Run, Week 6 Results: So Scream All You Like... |
Kamekguy 03/27/23 5:32:07 PM #47: | RE: EXP, my thinking is that it's one of the few really straightforward things in mercs, and to overcomplicate the game further (as it's already a bit more complicated than it was before - well-defined, mind you, but complicated), I worry in it getting overwhelming for those poking their heads in looking for what this all is. If we did implement a change, my current preference would be toward 'weeks on team' to gain XP, and to only start giving that out after 10 weeks or so, or at elimination cycles; that way, you can end up getting XP to polish off the pieces you founded your team around, and it wouldn't be an immediate stress on players to manage. RE: K. Rool, the invincibility is based on his second boss fight in DKC2, wherein you dodge like a solid minute and a half of his pattern. Like, Diddy and Dixie manage that, and they're... honestly probably the weakest mercs combat-wise outside of Rika? If we defined that the enemy knew about K Rool's invincibility period, would that be enough for balance, or would you like more? In theory, whoever he's firing at is a LOT more adept than Dixie Kong at not dying. RE: Darknite, funny card man heehee. I am fine with the idea of it coming with a recharge, I'd also like to field the idea of Heart of the Cards only being online coming after a loss, to both be more show-faithful in a desperation kind of deal and make it non-oppressive, while also adding the "card can only be drawn once via this method" stip. Just spitballing here for that sake. --- Mario Vs Cloud 2002: A Video Retrospective - https://youtu.be/1dx4t6H_K9Y Full Channel Available Here!: https://www.youtube.com/c/designingfor ... Copied to Clipboard! |
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