it’s affected by size
are cone and retaliate supposed to ignore terrain
i guess yeah
i might make it so that you cant hit other players through walls or the cone even stops growing when you hit a wall (that’ll be hard to add)
i might make it so that they don’t get stunned at all or only partial stun (partial as in just slowing them down)
also 0.5s per hit seems too much, might nerf to 0.2s since it procs every hit
I think if cone can hit through walls, then I’d just pick lightning and nothing else. The reason is because when there’s no cover and the opponent is out in the open, I’d be a zoner and use beam, but if the opponent retreats to the pillar area, then I’d be able to use cone to hit them through whatever cover they’re hiding behind to force them into the open where I can use beam on them
yeah im gonna make it so that cone cant hit you through walls
but will retaliate and ball’s explosion be able to hit through walls
for both, no (havent added that yet)
will anything be able to hit through walls?
Would it be fair?
There should be some attacks that don’t require a line of a sight imo
If attacks can hit trought walls then why bother to add map. Lets just give some cool skybox and barriers to dont leave “map”
The point is that some spells would still require a line of sight
What dl you mean?
(Im probally dumb to dont understand this)
no
i guess i can remove the pillars or add a giant ass arena
You can always ask guy who revamped palo town to build map
I think that you can kinda disregard mana costs because it’s pretty hard to run out of mana before you’re able to kill the opponent. For example, beam has a 1:4 damage to mana cost ratio, and you start with 1000 mana, so if your mana doesn’t regenerate, you can do 250 damage until you run out of mana, if you never miss. You need to do 100 damage to kill the opponent if they don’t use block, and if they do use block, you need to do 150 damage to kill them, but that still means you’d have to be missing 2/5ths of the time in order to run out of mana before you kill them. If you use overdrive, it’s even harder to not kill the opponent before you run out of mana
Your goal is simply to kill the opponent before they kill you, so with mana costs out of the way, you basically just want to kill the opponent as fast as possible, and there are only 2 characteristics of an attack that are relevant to that
- The attack’s ability to hit the opponent
- The ratio between the attack’s damage and the time the attack takes to use
The only exception is if one of these 2 factors can change, for any attack. Then cooldown could impact your decision whether to use an attack. For example, even if an attack can do the most damage now, other attacks might become unable to hit if the situation changes, so you might want to use the 2nd highest damage-per-time attack for now so that you can reserve your highest damaging attack for when the situation changes. Another example is if you aren’t currently using overdrive, but you’re going to later, which would change the ratio between your attacks’ damage and the time they take to use, because then you might want to reserve an attack that has a long cooldown for after you use overdrive. Otherwise, you would always want to use the attack with the highest damage per time among the attacks that can hit the opponent and are possible to use (not on cooldown)
i guess i should decrease the amount of mana you have or decrease the mana regeneration rate
also why am i thinking about elemental battlegrounds for some reason? maybe the combat style?
You can always decrease both mana and mana regen but add some (idk lore of this gsme so I will say “pack”) mana packs that restore like 30% of mana
ah shit somewhat bad news: i can’t really fix the beam damage problem
i did however make a better damage system. it’s still buggy but it doesnt stack the damage so high. take note that this damage thing ISN’T GLITCHY/BUGGY if the beam is hitting something.
i might continue working on a fix or push the update now.