ELEMENTAL WEAKNESSES (AND BATTLES THAT MAKE YOU THINK)
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I like the idea of having elemental dungeons early in a game if you've got specific types of enemy that will ALWAYS be weak against certain elements or attack. For example, even if you encounter a higher-level Bomb later in the game, you're still going to know that it's fire-based and will react to ice damage. They're prepatory stages for the player for when the harder, more deadlier enemies come in that will kill you if you don't exploit their weaknesses.
Elemental weaknesses should always, in my opinion, be coupled with Magic costs. Especially summon-magic, which can deal shit loads of damage if employed at the right moment, or completely drain your MP to no avail on the other half of the spectrum. You've got to sacrifice something in the hope of hitting a weak point of some sort.
Elemental weaknesses should always, in my opinion, be coupled with Magic costs. Especially summon-magic, which can deal shit loads of damage if employed at the right moment, or completely drain your MP to no avail on the other half of the spectrum. You've got to sacrifice something in the hope of hitting a weak point of some sort.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Up until now I had spells using EW doing triple damage, which means that there really is no substitute for that spell - it will almost always be the best choice. After reading this topic though, I think I should reduce it to x1.5 or x2. That way, an enemy that happens to be weak to fire might still be hit with water attacks sometimes (just to reapply the Slow debuff) and would allow for some cycling (thus making the battle more interesting) instead of just always using Fire.Yeah, I think this is the way to go. Especially with added debuffs, it makes things much more interesting. The player is presented with a real choice. The choice of debuffs is the same in every battle, but the choice is weighted differently for different enemies, so that the player has to change things up sometimes.
Another way to make spells different, besides added effects, is to tier them. So fire costs 6 MP and does 40 damage, then later in the game you get blizzard which costs 8 MP and does 50 damage, then later you get aero which costs 10 MP and does 60 damage, then later you get fire2 which costs 12 MP and does 70 damage...
LowI think this just means your game has too big of a margin of allowable error for the player. That is to say, it's too easy. It's definitely possible to make enemies that will kill you if they do 50% more damage, but won't if they don't... or to make an enemy that is much more likely to kill you if it lasts 50% longer... The same can be said for 25%, or even 10%.
- Elemental coverage becomes very secondary/redundant
- Players can't use resistance to combat a powerful ability
As I said, Elemental Weakness doesn't have to have the same multiplier at all times - in Pokemon, for instance, Rhyperior takes x1,5 Damage from Fighting and Parasect takes x8 from Fire. Also, not all damage-dealing spellcasters must have access to all elements in the game.
post=209425
Also, not all damage-dealing spellcasters must have access to all elements in the game.
I would take that a step further and say that you should not give any character access to all elements. Doing so will almost always trivialize the choice (the enemy is weak against fire, which element should I use?) thereby defeating the purpose of having elements in the first place. Alternatively you could give a character access to all elements, but make the skills very different like Ice is multi target, Fire is singletarget and Lightning is the most powerful, but requires a turn to charge up first.
I left it to spellcasters because the physical attackers never get a chance to use element attacks outside of special equipment.
I think that there are a lot of ways to make the element system interesting, and there should be some kind of other mechanic besides damage multiplier.
I think that there are a lot of ways to make the element system interesting, and there should be some kind of other mechanic besides damage multiplier.
post=209448post=209425I would take that a step further and say that you should not give any character access to all elements. Doing so will almost always trivialize the choice (the enemy is weak against fire, which element should I use?) thereby defeating the purpose of having elements in the first place. Alternatively you could give a character access to all elements, but make the skills very different like Ice is multi target, Fire is singletarget and Lightning is the most powerful, but requires a turn to charge up first.
Also, not all damage-dealing spellcasters must have access to all elements in the game.
Welcome to Diablocide.
Princess - Incredible, but expensive, single-target Fire
Illinois - Weak hit-all Ice; basic spell was anti-Demon (x1.5 damage to Demons (every major boss))
Collin - Single-target variable damage Volt (could be as weak as Illinois, or as strong as Princess); much cheaper than Princess
Eon Feather - Randomly targeting 2-3 shots of Axis (holy/evil mixed); cost/total damage between Collin's average and Princess
Ta-daaaa. Note that there are no basic attacks and that SP pools are 500 for every character, and that you could instantly switch out any character at no cost.
post=209450
I think that there are a lot of ways to make the element system interesting, and there should be some kind of other mechanic besides damage multiplier.
I think some games should add another elemental mechanic, some should not. What you suggests sounds to me like a special mechanic, just like say an aggro system. Special mechanics tends to be good for some games, but not for all.
More importantly however, for those who are unable to figure out how to give elemental damage multipliers more depth than a baby toy (cube goes into square shaped hole, cylinder into circular hole, compare this to fire on fire weak enemies) I don't think more mechanics is the solution. Chance is you end up with just another problem. Instead of "use whatever element enemy is weak against" the new winning move is "use multi-target ice unless enemies are ice immune since ice has the best mechanic" or something else that's just as banal.
I've mentioned something like this earlier, I think, but just a plain ol' elemental system - even with characters that have all/many elements - can work out if the costs are high.
Look at Etrian Odyssey. Alchemists (haven't played EO3 and its Zodiacs yet) have very expensive - but quite powerful - elemental magic of all kinds. They're usually OHKO spells when you hit a weakness. Too bad you can only use them 5-10 times each dungeon run, or less if they're an even more expensive hit-all spell!
Gunners have less expensive elemental shots and Troubadors/Oil items can enchant weapons with certain elements, but both are not as powerful as magic, and Oils are very useful against FOEs/bosses but neither cheap nor common.
Look at Etrian Odyssey. Alchemists (haven't played EO3 and its Zodiacs yet) have very expensive - but quite powerful - elemental magic of all kinds. They're usually OHKO spells when you hit a weakness. Too bad you can only use them 5-10 times each dungeon run, or less if they're an even more expensive hit-all spell!
Gunners have less expensive elemental shots and Troubadors/Oil items can enchant weapons with certain elements, but both are not as powerful as magic, and Oils are very useful against FOEs/bosses but neither cheap nor common.
EO also combines this with skill-point costs for elemental spell effectiveness, so any Alchemist is likely to have different options over different elements - e.g., a strong single-target fire, decent but more expensive multi-target fire, weaker but slightly cheaper lightning, and no ice. So it's not even a matter of just "I have MP for X elemental spells, guess I need to remember what the elemental weaknesses of the X favorite targets I'll encounter are" - the resource calculation is a little more involved, though not a lot more.
I have a little bit of a game idea worked out where instead of a fixed weakness, enemies have more of an ablative elemental defense, for both damage and status. Of course, that's predicated on not being able to just pull out the elemental ability of your choice every time.
I have a little bit of a game idea worked out where instead of a fixed weakness, enemies have more of an ablative elemental defense, for both damage and status. Of course, that's predicated on not being able to just pull out the elemental ability of your choice every time.
Good discussion here. I think EWs are fun just because you can make bigger damage numbers appear on screen. But there should be some way to balance the use of EW. Like you could have Mp actually matter. Persona 3 certainly did that... I don't think you could buy Mp restore items. I really like Craze's idea to have elemental items that are scarce.
On the other hand, you shouldn't go too far the other way and have EWs become too confusing. Like how Vagrant Story had tons of different damage types. Too much! If you are using something like Magic Stones from FFIX to assign abilities to characters, then maybe something like auto-scan would be a good choice. Or you could have dinos like in Chrono Trigger that are weak to lightning attacks but store up lightning damage and counter attack; basically what some other people said.
-CM
On the other hand, you shouldn't go too far the other way and have EWs become too confusing. Like how Vagrant Story had tons of different damage types. Too much! If you are using something like Magic Stones from FFIX to assign abilities to characters, then maybe something like auto-scan would be a good choice. Or you could have dinos like in Chrono Trigger that are weak to lightning attacks but store up lightning damage and counter attack; basically what some other people said.
-CM
As a note, Pokemon deals with the Elemental Weakness concept on an entirely different level.
This thread sounds like a pot of differing opinions. Elemental Weaknesses, even on the simplest of levels, I have always found to be an alluring part to any game.
This thread sounds like a pot of differing opinions. Elemental Weaknesses, even on the simplest of levels, I have always found to be an alluring part to any game.
post=LightningLord2
I think that there are a lot of ways to make the element system interesting, and there should be some kind of other mechanic besides damage multiplier.
I like that concept, however very few games do that.
And I am not refering to obvious things like Saga Frontier where fire lets the target character burning, ices usually freezes enemy and so on... I am talking about first rpg I played: Chrono Trigger.
And seriously, Chrono Trigger, in my opnion, is the j-rpg that most sucessfully made all battles rounded to some degree of fun and interest.
I like how the same spell affects enemies in different ways, not just bosses. One cool example is that orc, troll or whatever in Denadoro mountain where you use fire on it and his wooden hammer burns off. The damage your fire spell deals is not big, but with that you disable its strongest attack and reduces its defense greatly. Next turn you can actually just finish it off with a normall attack or any other spell just as fine.
There was Nizbel too, which you had to use lightning to break its defense, but she stored that lightning to release a full screen attack some turns later and regained defense.
The key factor here is that most of the time, the battle will only last long enough for you to complete the cycle one time and a half, or two at worst case. Meaning: either do a very complex cycle for bosses, or make boss battles shorter - which I do prefer since the good point in Chrono trigger was that you had easier boss battles in favor of harder regular battles against the usual lame bothersome regular battles with extensive and tiresome boss fights.
Another point is that usually we only mention damage to enemies and not to players, or do the player part too simple. Persona has a good point at that though.
post=LightningLord2Rhyperior only takes x1.5 due to his ability, which weakens attacks that target his weaknesses.
As I said, Elemental Weakness doesn't have to have the same multiplier at all times - in Pokemon, for instance, Rhyperior takes x1,5 Damage from Fighting and Parasect takes x8 from Fire. Also, not all damage-dealing spellcasters must have access to all elements in the game.
Parasect is only x5 weak to Fire, and only when he has the Dry Skin ability (which, among other effects, boosts Fire damage by x1.25). Without, he is x4 weak.
Pokemon really doesn't have anything to give to this conversation, to be fair, except the concept of consistent elemental affinities, and even then, that's a bit shaky. Maybe the choice of only bring one or two out of whatever types of attacks a given 'mon can learn.




















