Purging Artificial Difficulty - Making NPCs More Fairhttps://forum.arcaneodyssey.dev/uploads/default/original/4X/c/f/9/cf921fab7ce4dca34fa008b24007e64f9c9989c6.gif
is predictability a bad thing now? is being able to use your knowledge to counter what an npc will do exploiting a mechanic?
also no, this wouldnt even do that.
theres nothing that says they have to do it for enough time to where it slows down combat. they could sidestep and block for like 2 seconds and then get back to attacking lol
no real person thinks like this
i shouldnt have to make an entire movement gameplan so i dont get hit by a 600 damage rapid shot ffs
let me get this straight.
you think LOW LEVEL NPCS shouldnt be trivial
in what world does this “oversimplify” things
has the energy of “Bosses and minibosses shouldnt be affected by DoT”
they already have vastly different movesets compared to eachother 80% of the time
coming back to this, while I love the idea, AO NPCs definitely need to be more “player-like” before we butcher their artificial difficulty.
Regardless of build, they all move in basically the same way, with almost 0 movement and the easiest targets to hit ever.
I think in trade of NPC’s being fair, they need to also be smarter. Give them air mobility like reflexes / leaps; make them prioritize being airborne sometimes; Make magic using NPCs focus on staying further back than Strength ones.
All in an effort to actually make them a FAIR CHALLENGE; NPC AI rework, their stat builds and items should be a consideration in how they move/attack; no Bow/Gun/Rifle Conjurer is going to run towards the enemy.