Spreading AN modifiers accross monster themes to give them more identity and solving issues ?
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For example :
- Permafrost/Iceprison : given to frost themed monsters (lunaris fanatics, frost sentinels, sirens, water elemental etc) - Icendiary/flameweaver : given to fire themed monsters (Solaris fanatics, flame sentinels, void bearers, goatmen mages etc) - Deadeye : given to Archers (humans/skeletons etc) - Steel-infused : given to mobs wearing a plate armor - Sentinel : given to mobs wearing a shield - Toxic/chaosweaver : given to chaos/poison themed monsters (spiders, snakes, some zombies) - Storm weaver/dynamo : given to lightning themed monsters (like galvanic ribbons and other kind of skele mages, archers etc) - Assassin/trickster : given to bandits - etc etc . . . In addition, the generic modifiers could be given to any kind of monster without restriction, like hasted, berserk, frenzied etc. Of course some combinations could happen depending on the mob (like a rare human wearing a plate armor and holding a shield could have sentinel and steel-infused modifiers combined, because that makes sens). I do think it would help about many issues because : 1°)It gives more identity to monsters and reinforce their theme : "there are X and Y monsters, I know I have to be careful about X and Y modifiers". 2°)It makes the increase of difficulty making much more sens and playable around : "the white siren mob deals cold damage and can chill me, the rare siren mob can freeze me much easier and can lock me in an ice cage." That escalation makes sens because it is in the same theme. 3°)It lessens the "what the f**k just happened" effect : because if you know in advance what blue/rare monsters can do, if you die you already have a much better clue on why. 4°)It lessens the visual mess by a lot : because mobs have a much more restricted amount of things they can do. As a result you don't need to highlight mobs for 0.2 sec to see what modifiers they have, because while playing you remember what X or Y mobs can do, you tame the game (like lightning scarabs in D2, we all remember them for a strong reason). 5°)It makes the combat more engaging : because not everything can happen all the time, you know much better what can be going on, so you are much more aware of what your build can/can't do in that situation. As a result you would much less run around like a headless chicken. I don't know if I'm totally wrong to think that and how good or bad this take can be, as I posted it on reddit and it got nothing but indifference and dislikes. I know I'm not the first person to make that kind of suggestion but I wanted to share it nonetheless (as a pleb and not a game designer I know), anyway thanks for reading ! Last edited by Dedisdead#2682 on May 26, 2022, 12:03:01 PM Last bumped on May 26, 2022, 12:00:52 PM
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