It to set up a discussion on the effects of limiting mitigation of damage via HP replenishment.
Traditionally in games, HP is a gauge on how many hits a player’s avatar can take before dying. The value of each point of HP gets higher as the player gets better defences, with the same amount of HP being able to soak up more hits before the player hits a critical point (1 more hit to death).
This in turn makes direct heals more valuable as players get better geared. A 10000 HP heal on a starting player may help mitigate 2-3 hits from monsters but the same 10000 HP heal on a geared player helps mitigate 10+ hits from the same monsters. It gets even better when heals are based off a percentage of total HP, with the same heal spell effectively mitigating more hits from monsters the more health pool the player has.
There are many ways to mitigate incoming damage for action games:
- Direct HP replenishment (Heals, direct or overtime)
- Lowering amount of damage taken (partial shielding, gear upgrades)
- Lowering amount of damage the opposition dish out (debuffs)
- Altering the state of the source of damage (Crowd control, skill interrupts)
- Manually evading the damage source
Let us quickly jump to another action game to illustrate, Hollow Knight. For those who don’t know what Hollow Knight is, it is an action game where the player controls a character with a limited health pool, traverse the insect world and kill mutated insects. It is of the metroidvania genre and fights are hard where the player needs to learn how the monsters fight in order not to lose the precious health points.
In the game the player can convert soul points (SP equivalent for ToS) into HP at any time. It helps to make the fights easier by giving players room to make more mistakes (misteks that have to be paid with HP).
If, the player isn’t given the ability to convert SP to HP, Hollow Knight becomes instantly much harder. Players will have to be more careful not to tread into monster attack ranges, learn when to dodge and when to attack, learn how to pull in monsters as not to get into a disadvantageous position and learn when to use skills to disrupt monsters from attacking.
The game demands more “action” from players when life resource is limited.
Mapping it back to ToS, what is/are the reason(s) IMC increase World Boss’s attack/defenses and Health Pools? Is it…
- So that World Bosses can last longer than 1-2 mins vs players onslaught as compared to before?
- Players typically ignore what World Bosses do as their damage mitigation vastly outshine what the previous iteration of WBs can dish out?
- WBs are initially planned as content for the elites of the elites only? Players who fall out short of “top end transcended gear” criteria can’t touch them?
World bosses aside, let me touch on general PvE and normal dungeon instances, which encompasses the bulk of what players do in game. I like to run experiment builds with entry level gear so as to try them out, especially on kTest server. Quite a handful of my youtube videos show me running 300dg with 270/315 blues and event gears. On the Telsiai server where I’m playing in, I often join 300dg runs with other players.
One really interesting thing which I see in such runs is that when players have lesser means of damage mitigation (without a healer), they are generally more meticulous in engaging the monsters. Cataphrats will instantly retreat out the moment they felt overwhelmed, Psychokinos will run in to Rise the monsters so that the party can have more breathing room and allow their skills more time to go off cooldown.
Back full circle, I believe that it is time where we can visit and discuss on the balance of damage and damage mitigation. On how to make ToS’s PvE engagements more engaging for the players, on how to upgrade it from being a Musou (無双) styled action mmo to one which requires more thought on PvE encounters (but not to Dark Souls level please lol).
Yeah, it to set up a discussion on the effects of limiting mitigation of damage via HP replenishment in order to balance difficulty.