test content
What is the Arc Client?
Install Arc

Elemental resistances & weaknesses for bosses

dakrushmordakrushmor Posts: 592 Arc User
This idea is inspired by Clarence's passive - l didn't test it myself, but from what l heard a "Stuffing" passive makes Clarence resistant to Piercing damage & vulnerable to Fire. Now l think that could be pretty of theme to add that to cosmics & another strong enemies. Gravitar, btw.: already has it, it makes Gravitar less vulnerable to ranged physical & on lesser degree - melee physical (like Kinetic Manipulator passive).
So let'z imagine cosmics got something like that. Then it's logically to Kigatilik (& his dogs) to receive less damage from Cold attacks, for Qwyjibo - less damage from Fire attacks, as they can control these elements. Add to chart that Teleiosaurus might be resistant to Toxic damage. Then lMO Kigatilik should receive MORE damage from Fire attacks (as his & his dogs fur is quite flammable), Teleiosaurus - from Cold damage (since she's cold-blooded), and Qwyjibo's weakness might be Toxic element. Kind of RPS so to speak.
Now let'z continue these ideas - Grond cosmic, if he'll ever revamped may have increased Particle damage resistance, since he absorbs radiation, but take more Ego damage (as hesn't too smart & may be easily mind-controlled). Mega-Destroid may be weak to Electric damage, since it runs on electronics & EMP's can destroy it, but hard to hit with all Physical, Toxic, Ego damage (tho Physical resistance may wither away as it loses its armor). Megalodon... well l never seen that but from what l can imagine, Fire doesn't work well underwater & it also may be strong to Cold (because of fat layer), and again - weak against Electricity. Oppositely Bleak Harbinger is mass of rocks & seaweed, thus resistance to Physical, Toxic, Electric damage, but (animated by dark energies), so opposite, light energies (Dimensional) could damage it even more.

Comments

  • spinnytopspinnytop Posts: 16,450 Arc User
    edited July 2016
    I don't really like that sort of thing personally. The solution is too obvious, and it doesn't really do anything interesting for the content - the only real effect is that some people playing certain themes are going to do less damage, and others playing other themes will do more. Players can't really do anything differently during the fight to work with this, other than switching to a different character or completely retconning to a different element. If anything, all current examples should be normalized.
  • lilsteffielilsteffie Posts: 598 Arc User
    Archetypes are going to suffer from this.

    Sorry but nope.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Handle:@XG3NX

    Champions Online.. where we sell lockboxes by the dozen.
  • theravenforcetheravenforce Posts: 7,124 Arc User
    Whilst the idea behind this is interesting the issue that will become MORE apparent is exactly what spinny outlined...the difference between players using different themes will be increased by a massive amount.

    If anything it would create more divisions between players.

    I would prefer if boss fights going forward had "Vulnerable" Phases which temporarily increased the amount of damage they take by lowering their resistances for a while. Such a phase would only occur once players have fulfilled a certain objective.

    Similar to how the Harbinger has vulnerable phases.
  • soulforgersoulforger Posts: 1,649 Arc User
    The opposition has spoken, the bosses that are already resistant to certain things need to be normalized and have their resistances stripped from them.
  • dakrushmordakrushmor Posts: 592 Arc User
    edited July 2016
    spinnytop said:

    I don't really like that sort of thing personally. The solution is too obvious, and it doesn't really do anything interesting for the content - the only real effect is that some people playing certain themes are going to do less damage, and others playing other themes will do more. Players can't really do anything differently during the fight to work with this, other than switching to a different character or completely retconning to a different element. If anything, all current examples should be normalized.

    Oh, look it seem to be might to encourage ALTING. Isn't what everyone wants to see - more ALTS. More rewards for more alts; somethin' to force players to get more slots. As these slots're either expensive or require SUB for unlimited access - Alting gonna benefit Devs as well. But l guess it won't work out very well with currencies bound to exact character, instead of whole account.
  • spinnytopspinnytop Posts: 16,450 Arc User
    People are okay with switching to a different character to fill a different role. I think people would find it a bit tedious to switch to a different character just to have a different damage type, especially when you consider the "flavor of the day" issue - i.e. depending on what the latest bit of end game content is to farm, you would be restricted to whatever damage types work well against them, which is a huge theme restriction. Nope, your idea would not encourage alting, at least not as good as not having resistance-specific bosses does because when bosses don't have specific resistance requirements then you're free to use any power framework to make those alts. More choices = more alts, your idea removes choices.
  • mithrosnomoremithrosnomore Posts: 521 Arc User
    I think that a little is fine once in a while.

    A little.

    Same number both ways, topping out at 5% or so.

    Still, you have to keep in mind that just because something might use some power type it doesn't mean that they would be automatically immune to said power type.

    In some cases they may be more sensitive to it. In an issue of Fantastic Four Diablo sent elementals out to fight the team. The fire elemental was defeated by fire; The Human Torch burned out the oxygen it needed to survive.

    A villain might have poison powers, but so what? Is a Rattlesnake immune to Cobra venom?


    So a small amount, only used occasionally.


    And if the game tells me that Sunforce can not participate in some content because he uses fire powers, that is not encouraging alts, it is bad game design.

Sign In or Register to comment.