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Enviromental Damage Improvement

daemonstheredaemonsthere Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 111 Bounty Hunter
edited June 2013 in PvE Discussion
Currently the only options of using the environment for any kind of advantages are:
- pushing mob from edges (admit, we all do that)
- using the difference in attitude (ground level) in pvp

My suggestion is to improve the use of environmental usage, including for example :
- kinetic damage -> when pushing an enemy on an object or wall, it should by damaged a little bit more depending on the velocity (used ability to knock the opponent), its armour and the distance difference.
- more hazardous areas -> remember Dark Messiah of Might and Magic? You could kick or push mobs on spikes, object etc. which would harm an opponent (if pushed on i.e barrel, but kill if impaled on spikes). Why won't add such a feature ?
Of course, this should be added in PvE, for PvP this wouldn't make much sense.
- improved pushing -> now it only works if we can push mobs into something that kills them instantly (like in the Spellplague Caverns), but pushing of edges, even very high does not kill the mobs, but simply increases the distance so much, they loose the aggro. The falling damage should be also added.

Even in a world of magic, the basic principles of physic could be used ;)
Post edited by daemonsthere on

Comments

  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited June 2013
    Agreed!

    I also think falling damage should be increased substancially. Currently I can jump from a hundred foot cliff and say "Wow that tickled."

    Pushing into walls should definitely add stun effects and lava should be *deadly* rather than weaker than most combat damage. :)

    I think you could probably make a long list of environment improvements most players could agree need polishing! :)
  • cyresofbsgocyresofbsgo Member Posts: 16 Arc User
    edited June 2013
    Currently the only options of using the environment for any kind of advantages are:
    - pushing mob from edges (admit, we all do that)
    - using the difference in attitude (ground level) in pvp

    My suggestion is to improve the use of environmental usage, including for example :
    - kinetic damage -> when pushing an enemy on an object or wall, it should by damaged a little bit more depending on the velocity (used ability to knock the opponent), its armour and the distance difference.
    - more hazardous areas -> remember Dark Messiah of Might and Magic? You could kick or push mobs on spikes, object etc. which would harm an opponent (if pushed on i.e barrel, but kill if impaled on spikes). Why won't add such a feature ?
    Of course, this should be added in PvE, for PvP this wouldn't make much sense.
    - improved pushing -> now it only works if we can push mobs into something that kills them instantly (like in the Spellplague Caverns), but pushing of edges, even very high does not kill the mobs, but simply increases the distance so much, they loose the aggro. The falling damage should be also added.

    Even in a world of magic, the basic principles of physic could be used ;)

    actually I never pushed a mob off a ledge in this game (mostly play my Rogue)

    I assumed since I take falling damage that mobs would also.... but that last example also stated they lose agro (mobs here instantly heal 100% after losing agro)

    something I would like added is for mobs to only heal slowly or only with potions when they lose agro.
  • ausdoerrtausdoerrt Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    You missed a few:

    - Traps
    - Spike pits
    - Falling rocks (Pirate Skyhold dungeon)
    - Fire
    - DoT cold damage (Icespire Skirmish)

    These all work against the player, but some I think can be used against the mobs as well.
  • daemonstheredaemonsthere Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 111 Bounty Hunter
    edited June 2013
    Well, thank you for your support ambisinisterr ;)

    Yeah cyresofbsgo , I have learned that the hard way: Had been pushed during the spellplague but instead of falling to the water, I've fell under the textures ans well, the mobs were there with full hp.

    ausdoerrt , I have just put a few examples, but what you are describing could be put under the hazardous areas I think, nevertheless elemntal-enviromental damage should hit mobs too, but with exceptions : Frost golems, wolfs, goblins or trolls are rather immune to cold as much as fire elementals are to fire, so that damage should only be directed at players.
  • cyresofbsgocyresofbsgo Member Posts: 16 Arc User
    edited June 2013
    Well, thank you for your support ambisinisterr ;)

    Yeah cyresofbsgo , I have learned that the hard way: Had been pushed during the spellplague but instead of falling to the water, I've fell under the textures ans well, the mobs were there with full hp.

    ausdoerrt , I have just put a few examples, but what you are describing could be put under the hazardous areas I think, nevertheless elemntal-enviromental damage should hit mobs too, but with exceptions : Frost golems, wolfs, goblins or trolls are rather immune to cold as much as fire elementals are to fire, so that damage should only be directed at players.

    easier for foundery to simply place the damage, set it's "type" and grant racial imunit's/resitances to certian damage types
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