Basically, you will be able to carry three magical bottles, each of which can be filled with the potion of your choice (however, we’ve decided you cannot carry more than one of the same kind). There will be two new talents for the bow, one which increases its speed (at max level this should bring it back to its original ultra-fast speed), and one which increases the droprate of arrows.Īs for potions, we’ve talked about the general idea several times before. Just spamming the button will release arrows faster, but they won’t be nearly as powerful. Finally, you’ll be able to charge each bowshot, which increases its damage. You’ll be able to upgrade your quiver multiple times through crafting as well. This will unlock new visuals for the bow as well as increased damage. You’ll be able to upgrade the bow at a new NPC available where you first got the bow, and new upgrades will unlock about every time you complete a new dungeon. Starting with the bow, it will get quite an overhaul! It will get a rather big damage increase, but will have lowered speed (meaning you can’t spam arrows as fast). So, we sat down and had a long discussion about how exactly these will change. It felt like a given that these systems should have their corresponding Talent(s), but we felt we couldn’t truly decide what they should do until we knew exactly where we wanted to take these features. Ssfsx - standing still and slowly regenerating health -> this seems balanced when you think about battle, but outside of each battle, it would be op and also be slow and boring.As we move on with implementing the Talents, it became clear we needed to finalize some things in the game – namely the bow and the new potion system. KoBeWi - Limited healing potions -> For me this seems the only viable option OWN - Using MP / having a skill -> Far to overpowered, as MP are unlimited and the game could get trivial pretty quick, even on higher difficulties or the arcade mode If you ask me, an additional healing skill/method to the orbs we currently have, is more than unnecessary. Also usage leaves the player vulnerable for a really short period of time which either suggets drinking it between battles or when the player times it right even in battle. Of course you could get multiple drops and they'd stack.įor Story Mode i'd implement a mix between multiple system, where you can have up to 3(or so) healing potions, but they're very expensive and can only be obtained at the potion shop of course. You could implement a potion that rarely drop and can be stored and used in battle, but is one-time-use. I think a limitless healing, even a slow one, would break the system. I know that SoG is not aiming to be a 2D DarkSouls, but in some way the Arcade Mode should be hard(getting harder). In contrast to DarkSouls, where healing is less limited but slow and combat cannot be stopped while in the inventory. In SoM healing is limited to three items of each kind, but there virtually is no disadvantage in usage, as the time is stopped during the handling of the menu. If you had to put additional healing into the game, arcade or story mode, it should be limited and be rare(arcade) or have disadvantages to use in battle. I love the way KoBeWi suggested it.īe it Secret of Mana or Dark Souls, the limited healing ability gives the game balance and makes it feel more intense. When you you're mid Dungeon it would take away some of the tension if healing gets too trivial. I'm against healing as a skill or ability.
0 Comments
Leave a Reply. |