>Game has bleeds and poisons
>They're mechanically identical
>A boss can make multiple party members fall asleep at once
Even better is when said game doesn't have elemental resistances or weaknesses.
There's literally no reason for me to throw a god damned snowball if I can shoot someone with a gun.
>game has bleeds and poisons
>bleeds aren't very effective but if the person bleeding starts moving they take a shit ton of damage
>poison does more damage the harder the hit you applied it with
>bleeding can be resisted by armor
>poison is harder to resist but it's possible
>water resists ice
>ice is weak to water
>ice attacks are mixed in with the water skill tree
>bleeds aren't very effective but if the person bleeding starts moving they take a shit ton of damage
>Lightning is not it's own element
>Have to mix Fire and Wind spells to create Lightning
More games need to do this with their elements.
Bleed tends to be a steady loss of HP while poison is generally chunks of HP every few seconds. That's how it works in action oriented games anyway. Poison sometimes lowers some stats as well.
>All important enemies are immune to all of them.
>All Player characters can self heal to base no-status effects in a single turn.
WHY PERSONA? FUCKING WHY?
>can't inflict bleeding on enemies that have no flesh
>holy damage deals double damage to undead
You win a prize. I don't have a prize, so just have a bear in a little pool.
>game has no lighting element just fire wind lighting and earth
>beat the game and best the fuckers who were impossible at the start by mastering the 4 elements
>hard as fuck
>2nd boss fight with the 2nd to last boss who you must fight 4 times in the game
>she fuses fire and earth to create lighting
>an element you can neither create nor counter
>at the end of the game on ng+ she recreates your most powerful attack too
This always really bugs me. Not the base heals, but the fact that bosses/importants can't have status ailments, or can only have a couple of the tons in the game. If their "save throw" is over the level of a particular type of spell, there should always be a higher level of the same spell/status that CAN affect them.
>Diseases are just stronger poison effects
>Curses are temporary debuffs
>Game has a class that uses fire
>everyone has something that can combat fire easily, and it goes away if that same class uses an air blast if friendly
>game also has bleed
>nothing can be done other than healing it
>used by a few classes
tf2 is a crock of shit, I tell you what
>all water magic is based around ice
You're a louse, Bravely Default.
>proc effects scale with weapon speed and dualwielding/2h
What's the point?
was pro axtinguisher nerf and still think pyro needs some class buffs and the demo needs to get a sticky nerf
On top of that, why do they have one class who is based around doing one type of damage that everyone can counter easily, and a few classes who have an on hit effect with little to no counter? that shit doesn't fly.
>Giving a shit about Damage Over Time effects
normal mobs die in 4-5 slashes so the damage that the bleed/poison/burn/frostbite/etc did was nothing
Bosses are immune or highly resistant
literally what's the point
>fight any enemy
>gain experience to fighting anything in general
Are there any games that give you a title and stats based on what enemy you more commonly kill? Or just a game that only gives experience towards fighting one kind of enemy.
Maybe you just don't make a build around proccing with a 2h? If you're going to scale everything to be the same regardless of weapon speeds, what's the point of weapon speeds?
>every rpg ever
>status ailments are overpowered and cripple anything you fight and render the game a cakewalk
>or everything is fucking immune to everything and there's no point in fucking around with any of them
>Boss has only 2 moves and both stun you.Later on you face 2 at once
RIP in peace
>Instead of each swinging on its own attack speed you just alternate
>Essentially using 1 one hander and one stat stick
>Put an enemy to sleep
>"CRITICAL HIT! 900 DAMAGE!"
>Enemy is still fast asleep
>Fight Boss early in the game
>Near the end of the game, that boss becomes a regular enemy
I fucking love games that do this.
>item has a chance to trigger an effect
>doesn't say what the chance is
>the item also has an internal cooldown
The Colorado River called, it says you're a faggot.
>Bleeds are weaker but stack/refresh on stacking
>Poisons don't stack/refresh
>starting an rpg and don't know which kind of game it is
>have to decide between a good status ailment spell or a high damage spell early on
>you beat the game and find out you chose wrong, should have used those status ailments or should have spent your time dealing damage
>boss reveals his weakspot
>he stuns or freezes you at the same time it opens
>at the beginning of the game its a difficult boss
>alter on its an enemy
>the player is not stronger
>the boss is not weaker
>the game just trusts the player is better at the game
>Only reliable way to kill the boss is status effects
Depends on the game. If it's some RPG and I've gained experience to kick it's ass, then it's fine. If I'm playing an action game and this enemy that they used to make a big deal of is now just thrown in with regular enemies fuck it.
>two enemies are conjoined together to form one
>they split back into two
>both of them are at full health
Or under extremely high pressure.
>Buffs/Debuffs are necessary or else the boss will give you a new asshole within a few turns
Holy shit, am I a fucking casual.
>the boss instant kills you after a grueling 30 minute battle
>you were supposed to lose to advance the story.
>"Feared" isn't a word.
No, feared is a word, it just means the opposite of the effect that you want to describe.
"A is feared" = People is scared of A
"A is frightened" = A is scared of something/someone.
Superman has beaten gods before and goku's only means of killing a dude that's more powerful than freeza are either the spirit bomb (which won't work on superman) and shooting them into the sun (which will maker superman superduperman)
This guy comes to DC's Earth instead of DBZ's Earth
How long does the Justice League last?
>Playing some dragon ques VIII
>chilling near Trodain castle
>suddenly five monsters fuse together and kick my shit because i fucked up
Mumboh-Jumboe was a the best enemy design.
>all the text in the UI becomes completely illegible
>healing spells do damage to undead
>1% hp left and nearly dead
>Body still fights as if you're unscratched
>game has soldiers and tanks that use poison gas in an early level
>game also has a gas mask MUCH later in the game
>if you get the gas mask, go all the way back to the level with the enemies that use poison gas, and then PUT ON the mask, they can't hurt you
>you're given a reward for killing one of them with the slowest, weakest weapons through this method
Name the game.
>Player inflicted by "Small"
>Triples their evasion
>Player inflected with "Blind"
>Becomes immune to Petrify and flash-based attacks
>Player inflicted with "Chill"
>Nullifies next incoming fire-based attack. Will also cure the status
Pokemon has the best use of status ailments of any game ever. Prove me wrong
>all status ailments work on "bosses"
>freeze can be melted by hot weather or fire attacks
>paralysis lowers move speed and randomly stuns
>burn does damage over time and reduces attack
>poison does damage over time by a fixed %, making it useful even at endgame (although overshadowed by toxic)
>toxic does increasing damage over time, starting weak but ending up instant death
>sleep is a standard stun over time, but allows the use of special attacks like Sleep Talk
>if a monster is immune to a status effect it's for a specific and logical reason
truly god tier. Except in Gen 1 where every status aliment was bugged as fuck
>all party members dead except for one
>try to revive one of them
>you can't use any skills at all
>even skills that don't require moves or even magic
Fuck you dota2.
>bleed is harder to cure than poison
It's the opposite you fuck fuckers
>Items that heal bleeding heal poison too
>finish collecting all the god tier weapons, kill a couple of black aeons
>decide to fiinally finish the plot
>killing every enemy with a single attack
>suddenly attacked from behind
>entire team petrified
fuck this gay earth. Should have grinded for Ribbons I guess
>Game set in the future
>The currency is the canadian dollar
>enemy is charmed
>joins your side permanently until it is killed
>you can still hit them
>can't tell the difference between charmed enemies and normal enemies
>npcs still attack them
>chill doesn't do much, but chill + chill = freeze
>freeze + warm = chill, chill + warm = nothing
>burning is like 2x warm
Cool so far
>immunity to burning negates the 2x warm effect too, so fireball won't cure freeze
>game set in the future
>currency is Neo-Shekels
It had nice status ailments at least. The elemental thing is bullshit, especially since you can find weapons in the game with every kind of elemental affinity except wind/earth, which are also the only two elements that can't be fucking added to a weapon via spell fencer
>Game is cosmic space apocalypse
>Currency is Meseta
>face late-game boss
>it has impossibly high defenses but utterly shit HP
>you can only deal 1's and 2's on it
>boss is just larger, recolored version of regular enemy with higher defense and more hit points
>lots of adds
>all of the bosses are like that
There was a game like this. You were fighting aliens, and there was a cheat/ability to make you into an alien. The human NPC's then thought you were an enemy, and they killed you.
Playing co-op where someone had the cheat/ability activated was great fun.
Such a shame I can't remember what it was.
>freeze can be melted by hot weather
not true. You can't be frozen during hot weather, but inducing hot weather whilst a mon on the field is frozen will NOT thaw it.
Leech seed and confusion and the stat debuffs also work really well. If they make infatuation actually worth it then it would be good too. Seriously, infatuation is so hard to induce it needs to cut special attack and double PP usage as well.
>Demon infested future
>Currency is HP
>with careful strategy you can still beat it with a low level party
>game allows you to switch out characters during battle
>Cannot switch character if K.O'd
>A boss can refill his entire health bar.
>He will keep doing this infinitely.
>You're screwed unless you hit hard and fast enough.
>you loose all your items anyway
the only game that has done this right is red faction
>fight through a bunch of enemies
>you get gassed
>you loose all your shit because the enemy isn't dumb and thinks that you will kill them with proper means, except they made the mistake of leaving you alive.
>currency is items
PoE is such a disappointment once novelty wears off.
>main character dies = instant game over
>even if other party member are alive and have resurrection abilities/items
>Battle vs Villain w/ cohorts
>Villain revives cohorts at random intervals
>Can't target cohorts while they are downed
>Your party member falls
>revive with phoenix down that gives them some paltry amount of HP
>Villain strikes them down the very same turn
>That one Devil Survivor 2 Boss
>Splits into two forms
>One is immune to melee, one immune to magic
>Fuses back together after a set number of turns
>Is immune to almost all attacks when whole
What a damn tense boss fight
>Poisoned and "badly poisoned" are two mechanically different status aliments
>game uses the same symbol for both of them
I've seen lots of people try to defend it, especially Purse Owners but I still think it's complete bullshit. Even without my help, am I supposed to believe they are so stupid they can't even live one round to revive MC?
>the concept of magic power has been nearly universal throughout all cultures of humanity
>the word Mana to describe it is in dozens of languages
>Game has items that cause damage
>They are actually useful
>every venom and poison is different and requires a different antidote
>every disease requires a different cure
>every curse requires a different ritual with its own reagents to lift it
>wounds require bandages and tourniquets
>experts in toxins, medicine, voodoo, and surgery are required to be on hand to administer each of these properly and in the proper amounts
>these experts all require food and water for the days-long journey to, into, out of, and back from the dungeon
>carrying food, water and medical supplies requires multiple wagons drawn by animals
>the animals require food, and handlers, and the handlers require food, necessitating another wagon for even more food and water
>also require ropes, picks, hammers, nails, canvas tents, cooking pots and pans, knives, bow-strings
>all this equipment can break and needs repairing, by a blacksmith or blacksmiths if you have specialized equipment
>wagons can break and need repairing, drastically slowing progress
>treasure is heavy and bulky, and you need separate wagons to bring it all back with you
>page boys to help you into armor, servants to carry equipment and help with the wagons, guards for all that equipment you're lugging around, a bard and a couple whores to keep the boys' spirits up, a cook, a guide through the wilderness, your wizard's apprentice, the soothsayer your berserker insists on keeping around, and more wagons of food for all these people
>a spoiled, useless, nobleman insists on accompanying you to see what the adventuring life is like
>he's bringing a cadre of his own people
>if he is killed or wounded his father will put a bounty on your head
all i want is an autistic party-management/dungeon delving game, is that too much to ask for?
>game has different strengths of the same kind of poison
>you can make yourself immune to the deadly kind by giving yourself a weak kind on purpose
If they other players don't "die" when they go K.O., why do I?
If we're going in depth here, why can't the A.I. attempt to revive me? Am I supposed to believe everyone is that retarded?
Which would make sense if the game world didn't have items capable of bringing someone back to life.
Am I supposed to believe the second my body hits the floor everyone just goes "fuck this noise" and runs away?
>poison and venom are two mechanically different status aliments
>they share the same cure
>if you use it, it only removes one of the two at a time
This makes sense for games like main SMT where the party is made of demons who don't care about you, but in Persona it's still fucking stupid.
It should just go on auto-mode and the A.I. will hopefully attempt to revive you, that makes way more sense than the bullshit it's set to now. Fucking ATLUS just doesn't know how games work.
>has a 50% chance to do nothing, 25% chance to do moderate damage, and 25% chance to cast this spell again twice
Would you use it, /v/?
it makes sense in SMT Nocturne because the demons have no reason to do what you want once you die. They'll just go do their own shit since you're obviously a faggot failure if you die like a bitch to something.
It's stupid in the new Persona games though, because they're your fucking friends
>normally if you miss, you just miss
>against this enemy if you miss the bullets are reflected back at you
>this can kill your character or cause them to panic and kill a teammate
>the enemy can also mind control a teammate and kill another
>Enemies can kidnap your party members and they don't return until you kill them
>Bosses can mind control you and you attack your party members for the rest of the battle
>Confused team mates are deadly and can one shot other party members
>If you use demons too much they go berserk and start fighting you too
>game has main menu game overs
if you don't save constantly and can keep the buffs that prevent any of this active at all times, demon gaze is not for you
>Mythical creature slaying evil thwarting bandit smashing high powered demigod MC walks by bandit camp wearing armor made from the bones of ancient beasts
>"OI M8s LETS CUT THIS CUNTS FOKIN GOBBA U BETTER GIVE ME SOME COIN"
Really? it sounds fun to me. maybe if you like easy, action-packed games where you don't need to think and can just mash QTEs to see colorful explosions on the screen you wouldn't enjoy it, but i would.
>you can target individual body parts
>aiming for the head is the best strategy 99% of the time
>somewhat survival based dungeon crawler with rations/multiple poisons and anti-venoms/multiple curses and stuff
>Have to worry about every fucking person on this 150 man team that is part of this long bullshit caravan that you apparently need just to survive going into a cave for a few hours, and also need to micro-manage each individuals shit
>Be a big badass monster sent by my master to guard something really important
>This is my big break!
>Maybe after this i can afford to buy the wife that dress she's always wanted...
>Four dudes appear
>Oh shit, it's the guys Boss told me about.
>Bulk up and get right to it, they're so small they probably won't stand a chance.
>What the fuck, one of them just did something and now any time i use magic it gets reflected back at me.
>That fucking guy just brought his friend back to life, how the fuck is this fair? I just spent like five minutes trying to kill him.
>They keep fucking healing their wounds.
>Why don't I have any magic like this? Jim does, but boss said he could hang in that super secret cave inside a fucking swank ass treasure chest.
>I just wanted to buy my wife a dress...
>Decide to pay off ambushing bandits because fuck wasting my time
>THANKS FOR THE DOSH, M8 TIME TO GET KLONKED
>boss has an attack that charms entire party
>it also has an attack where it turns into 4 forms, all of them have the charm attack
>they all spam it every round
That adds some really creepy questions about the world you are in, though. What is death when the basest of healing spells can bring even ruddy old as fuck corpses back to life?
>Check their body afterwards to get your coin back
>It's not there
Oh man you'll love the game its
Never Been Made.
Well Undead are basically spirits trapped in a decaying body. Restore the body and it's proper functions and you get a living being.
>Bandits try to mug supermega godfucking walking apocalypse MC
>"Oh shit it's you! Fuck this!"
What? The spirit is the energy of the body, the brain guides that energy. Being dead means no brains, so either you are bound by instinct to fucking kill everything or you are bound by whatever guy made you rise again. It stands to reason that as long as you restore the brain, the spirit will no longer be out of control.
>game has lanterns
>you can collect oil to keep lanterns lit
>you can also throw oil on enemies
>if enemies are doused in oil, they can be lit on fire
>if enemies are lit on fire, they will panic, fall out of the sky because their wings are burning, and roll around trying to put the fire out
>if a panicking, flaming enemy comes in contact with an explosive barrel, it will ignite and cause even more damage
Basically, Dragon's Dogma has some of the greatest enemy scripting ever.
>game set in future
>currencies are Mass and Energy
>Main theme overture of game starts playing
>game has bleeds, poisons, burns
>certain abilities and powers deal bonus damage to an enemy affected by a certain status condition
>there are items that cause DoT effects, but unless otherwise specified they are a completely separate category that affects nothing
>and then there are some items that say "set the enemy ablaze" but do not actually count as burn, "tear into the enemy" but don't count as bleed
I felt bad for that first big monster in TERA, the one that's really proud that he guarded the mcguffin even though he died.
I hope his evil overlord brought him back to life for being such a good and loyal minion (like he said he would) but he probably didn't
>Enemies are fearless in the beginning of the game
>They grow more and more afraid of you to the point of cowering in fear as they watch you slaughter their allies
>Endgame has them babble complete nonsense as they swing at you
>Currency is "Credits"
>damage over time
>damage over time
>damage over time
Thanks video games for all your creativity.
Either way, a world in which healing spells just fully "restore the body" of a corpse also bringing back their mind and personality would also just have eternal youth and immortality for anyone who can get to a healer, right? Be a pretty unique world.
>Highly trained special forces with alien fucking equipment, ESP/cybernetic implants/FUCKING CYBORG BODIES who have been in DOZENS of engagements with the toughest of the extraterrestrials wet their pants and cry because a rookie got killed
>3% resistance to fire damage at night if the damage exceeds a threshold of 60% of your max health within 5 seconds
you know that you have to use your whole body weight to make good strikes with real weapons right? and that you can't put twice as much body weight on the strike just because you are fucking using twice as many weapons, right? And that if you try to attack with both at once, either you are going with a weird angle with one of them, or they are going in different directions, and therefore one subtracts weight from the other, right?
Or maybe fucking video games logic, it just works
>Game is in modern Japan
>Currency is Macca
Again FUCK XCOM WHY THE HELL YOU DO THIS?!?
>Boss uses his arms to defend himself
>Cut them off
>Hit the boss a tiny bit
>Arms almost immediately grow back
>play a character / class with bleeds and poisons as a central mechanic, have to consume bleeds to cause certain effects or spreading poison / bleeds to many targets is your primary AoE
>entire area is golems, undead, elementals
>all immune to bleeds, poisons, status ailments
The double damage to undead seems cool but it creates weird situations like in EverQuest where clerics had to go to undead areas to grind
>Action RPG game
>Entire game healing is a vital element and without it you'd practically be fucked.
>Usually die in five or so hits from moderately decent enemies if you don't heal.
>Starts the fight by silencing you completely.
>He hits ridiculously hard.
>Only way to get heals back is to beat two things up that don't even deal damage to the actual boss when hit.
>Have to rely on limited items
>He does it again later and will continue doing it in a cycle until you beat him.
>Around the third silencing cycle he gains a ridiculously powerful, long winded, and difficult to dodge attack that sweeps by multiple times.
>Party members constantly dead, can't even hurt him anyway.
You all know who I'm talking about.
Silence Sleep Darkness Poison Petrify Slow Zombie Power Break Magic Break
Armor Break Mental Break Threaten Death Provoke Doom Nul Shell Protect Reflect
Haste Demi Regen Distill Sensor
>start with 0 MP, get MP every turn
>ultimate spell costs a shitton of MP but does a shitton of damage to every enemy on the map
>by the time you have enough MP to use it, your fighters could have cleared the map two times over
>Leveling up heals you fully
>poison deals set HP damage instead of percentage based damage
>enemy class focuses on sacrificing health at a 1/1 conversion into true, 100% accurate damage spells
>the boss you steal this from has 100x the amount of HP you could ever aspire to
>Forced to use caster for a fight
>Enemy is weak to magic
In the real world the point of dual wielding is to strike with both weapons simultaneously against an opponent using a shield, in such a way that guarding with the shield allows you to stab him where his shield doesn't cover.
I watched a pretty good video on it but I didn't save it and I'm not going to go find it for you. It was about vikings and viking shields and how they used the edge of their shield and blade at the same time for that purpose
>not being so much of a badass that you purposefully miss your lightning attack just to kill your enemy with the sound wave
No, it wasn't mistranslation, your eyes just weren't open to the truth
I am quite sure that would get you stabbed too, you know, the opponent also have a fucking weapon, and he also wants to fucking stab you.
Normally people don't want to die just so they can stab the opponent
>30 minute battle
>used all your important items
>barely managing to stay alive by the skin of your dick
>boss kills you instantly
>you were supposed to lose
>OH HELL NAW FUCK THAT SHIT
>fight him again
>save all your items
>you're supposed to get him to low health and make him use that move on you to keep going
>can't actually get to that point the next dozen times you try fighting him
Boss before Joining your party/After Leaving your party:
>more hp than all of your members can get combined times two
>gear from ancient crypt that is not accessible in the game stronger than any that you can find, and you cant steal it
>magic spell sealed away by the gods that he can use in rapid succesion with 200 percent accuracy
Boss in your party:
>standard, even sub par skill set
>the best gear he can equip barely outclasses your most featherweight healer's
>starts off with only 5 max hp
>Game has poison, burn, bleeding effects, and chill effects.
>Only one status effect can be applied to an enemy.
I personally prefer large damage numbers than small numbers because it's just easier to calculate, but letting the player reach the max and then gimping them like that is stupid
>mfw throw jarate, mad milk, hit with a bleed weapon, burn, and mark for death the same person all at once
I never really liked the DMC games. I dunno why. I enjoy Platinum a lot, I like Bayonetta, W101, etc. but I never really got into DMC. I hate that stupid walking animation, too, especially when Nero does it. It looks stupid.
>boss is a hundred times bigger than you
>you stand on a little platform and attack his hands, then attack his face when he leans in
>have to fight overpowered boss with only your main character
>if the rng wants to fuck your shit he just slains the fuck out of you and you cant scape
>if you die gotta restart the whole level again just to go into the same bullshit
Well you named the other two. Tales games usually have one or two fights like that in em as well. God Hand is a good one, along with The No More Heroes boss fights, though only slightly for NMH. The In KH, the Sephiroth fights do this kind of well.
>cutscene before fight
>camera rig does a close up on the face of the villain
>his lips aren't properly synced to what he's saying
>lips are synced to the japanese version
>in the english version of the game
>english only game
>lips move up and down and sometimes the tongue comes up to show a letter is being pronounced, but none of it is really synced up to anything
You ever drive on the side of the mountain? Ever notice how you're driving right next to a cross-section of a massive stone wall? That was done with drills and blasting it with water.
Okage was morbid and implied the other characters just forgot about you when you die.
>enemy block the attack with a shield
>It still poisons him
>in some parts, the lips move perfectly fine
>in others, there's some sort of mouth movement but not perfect
>in most of the game, the mouth goes from a line to a perfect circle for the dialogue
fucking Kingdom Hearts
>ABOAM ABOAM ABOAM ABOAM ABOAM
This game could work if it has huge as fuck dungeons and the main story is going to the center of the Earth with long ass underground civilizations with other huge as fuck dungeons.
>Assemble 150 man party, only 33% of them fight
>The rest are maintenance
>No returning to the surface
Also, doesn't necessarily have to an entirely subterranean game, the whole "underground" could be a layer of a plane from D&D or something like that.
>Layer vaguely like the surface
My favorite thing about DD is that some of the skills/spells in the game have uses outside of combat. I know thats not unique to DD but not enough ARPG's do it. Best example is the ice spell that creates a pillar you can use as a platform.
>"Hey protagonist, I'll give you 245 blowjobs if you kill this group of bandits for me."
Doesn't help you that well if you're playing Proud and picked the dream wand. He can drop you in two hits no matter what, so Tink won't last too long anyway.
Unless you grind to a ridiculously high level because you hate fun and challenge.
Just beat Sigma 2 and loved that about it. IIRC you're talking about the black spider fiends right?
If so not only are they normal enemies but they toss two at you at once in hayabusa village. Fucking loved it.
>Game lets you play with a variety of weapons
>Swords Spears Axes Boomerangs Javelins, you name it
>Final boss can only be killed by a sword and you're fucked if you didn't train your sword skills at all.
>tfw you can win but it plays the losing cutscene anyways
>game allows you to throw fetuses at enemies
>game allows you to chop enemies with palm leaves transmuted to gold
>game allows you to eat spikes at the bottom of the spiked pit
Roguelikes are made of TECHNOLOGY
Ahhh fuck I've been trying to work out the odds of doing damage with this spell but it is just too complex for me to work out.
It can potentially deal infinite damage and I reckon roughly 66% of the time it does nothing and the rest of the time does at least one case of damage.
Ahh fuck, I want to make a program to work out the statistics for this.
Yeah, no lighting element sure does suck. Right?
>Game is set in medieval fantasy
>Currency are broken parts of tools
>You can craft currency into those tools
>the tools can be used to customize your weapons and armor
This thread has inspired me to make a character in my game attack by holding a box of still air around an enemy/projectiles to stop them breathing and moving.
Would only hold it a couple of seconds as a stun and eventually a non-lethal knock out - too violent to stand there choking individual people to death for two minutes at a time.
It would only work against enemies that breathe but would double up as a silent take down (still air means no noise) and stop projectiles in flight, stop fires.
>same old fireball, lightning bolt, magic missile shit
>poisons and bleeds and burns might not even affect boss monsters at all, and regular fights are so short that using a DoT effect is always a wasted turn
>despite the fact that random encounters might take up 70% of your gametime, too many games turn them into a 'just get it over with' situation before you've even finished the game once
Is an interesting combat system too much to ask?
It's hypocritical that loads of these games tell stories of fantastic wizards who could do shit like summon demon lords, or wave away an army with no effort, but nowhere in the game do you ever get to see such acts never mind actually perform them.
Then you go up against this super wizard and you blow him away with some dinky fireball spells and da powur of frendship, and all he fights back with is a slightly fancier variant of your own spells, fucking please.
So what game has the best magic system, and why is it pic related?
I may not be able to explain this to you, but if it's the case, it's because you are too uninformed, not because I don't know what I'm talking about.
First off, if the chance for infinite damage was larger than 0, then the expected value of damage would be infinity (infinity * x = infinity if x > 0).
Let's say the "moderate damage" means 1. This way we can write the expected value of damage as infinite formula:
0.25*1 + 0.25*(0.25*1 + 0.25*(...
This formula "clearly" converges. While this convergence should be obvious to anyone in STEM, actually proving it could be a bit harder.
I can try to explain it if you really care, but I don't know how much do you know about math, so it probably won't be understandable.
Anyway, if the formula converges to a finite number, it means expected value of damage can't be infinite, so the chance of dealing infinite damage has to be exactly 0.
I'll address both of you, but we must all agree that the comes down to different interpretations of what is and isn't possible when we are talking about magic in a video game, and if we consider the spell to take time.
The spell could work instantly and work out the damage from no damage to the highest it can go. There is no limit to the spell dealing damage, there is always a chance (that approaches but never reaches zero) that the spell can do more and more damage.
The alternate interpretation is the spell is iterative and takes time to work out each duplicate of the spell, wether being cast by the wizard or existing as some sort of effect on the target. Again, the chance to deal more damage each iteration is never zero.
Come back when you understand probability and magic kiddos!