Combat Balancing around Flask Charges
Hello,
I have an idea: You can't recharge your flasks through checkpoints in a map. Flasks are only refilled in town and at the beginning of a new map. The game expects you to finish a map with the flask charges you have available to you. Whether killing mobs refills them depends on how difficult it would turn out. Reasoning: I have the feeling that fights with mobs, when they are not purely a grind and actually challenging, is about surviving the bursts of damage that mobs deal and activate flask charges quick enough so I don't die from damage that depletes my life quickly. But I almost never run out of flask charges. So the mechanics in this regard are reduced to being able to quickly press a button when timing requires it. What I like about this, is that it makes me play defensively sometimes, like using cover, funneling mobs into a narrow path or using shield mechanics, timing my attacks right or just using the wasd buttons to evade attacks. I feel like the game is absolutely boring if the fights are too easy and I don't have to do any of this. What the change would cause is that, if in addition to this change, mob damage got lowered a bit, you'd rather see a battle of attrition, where it's not so much about timing your flask refill correctly, although still, but not by being quick enough, but rather by doing it when your life is almost empty. The focus would hopefully be more about the player having to pay attention not to take any unnecessary damage by the mobs and thus be able to complete the map with the flask charges available to them. If a player teleports to town in order to refill flasks or to sell items, the map gets reset. It also gets reset when a player dies, just as it is now. In kind regards Last bumped on Jul 19, 2025, 6:48:03 AM
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