The Bound Part #3: Existing Bound Changes
Greetings Devpeoples,
This post is part of the Community Theorycraft Project. Something where multiple members of the community gather together to discuss existing and potential new additions to the different elements of this wonderful game. Things we would like to see, we would like to change, and ways to go about doing so.
This topic of focus is The Bound, the gruesome creatures unleashed by the Pale. We dive into the wonderful theme and flavour presented by them. In fact, so captivated were we by this particular topic, we may have overdone it slightly, exceeding even our own estimates of total content. This has resulted in this submission being the largest one from the CTP to date.
As such, we have decided to split this into multiple separate topics, and link each one within the forewords so those interested can travel from post to post with ease.
As always, we would like to thank you for your time and continued development of this wonderful game.
Bound Posts:
Bound Part #1 - Materials of the Bound
Link: https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-416
Bound Part #2 - Corrupt Enchantments
Link: https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-417
Bound Part #3 - Existing Bound Changes
Link: https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-418
Bound Part #4 - New Melee Bound
Link: https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-419
Bound Part #5 - New Ranged Bound
Link: https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-420
Bound Part #6 - The Accursed
Link: https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-421
Bound Part #7 - Quest 1: “A Shot In The Dark”
Link: https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-422
Bound Part #8 - Quest 2: “The Binds That Break Us”
Link: https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-423
Existing Bound Changes
This particular post presents ideas towards providing additional resistances and weakness to existing Bound, with the goal of enhancing their combat present. By providing thematic and appropriate resistances to these Bound, our goal is to have some Bound more resilient against certain damage types, whilst weaker against others, to add some extra depth to a Realmwalkers’ encounters with these creatures.
The goal is not to make a particular type of bound outright immune to damage (except for the Kyrosiphon vs Fire, which we feel is quite thematic), but to promote the Player bringing certain weapons with them when expecting to encounter specific Bound. Since the types of Bound that can spawn is visible before entering a realm (using the second page of the Realm Card Menu at Portals), we feel this enables an element of strategic gameplay. As with most creatures, the resistances do not mean they are immune to unprepared Players, just that it may be more difficult for them. The Realms are a dangerous place (or they should be), and we feel that these changes will lend more weight to that feeling.
Note: Whilst we have provided resistance changes that scale depending on the Tier of the Bound, we also know that within the game there exists the ^ / v damage system visible to a Player. When a Player deals damage of a type that a creature is either weak or strong against, an upward or downward arrow appears next to this damage. From our testing, this value seems to be a fixed value, and could be used in place of the numbers and scaling we have presented here.
The idea behind having the resistances scale further with Tier was to present a more challenging environment as the Player progresses, building upon that strategic gameplay step by step by having the Player become steadily more familiar with these values the further they progress. However, using the existing ^/v system to visually show this to the Player would be very desirable.
Changes List:
Gains the following T1 / T2 / T3 Attributes:
+20% / +40% / +600% Missile Damage Resistance
+10% / +20% / +30% Melee Damage Resistance
-25% / -35% / -50% Magick Damage Resistance
Gains the following T1 / T2 / T3 Attributes:
+20% / +40% / +60% Resistance to Area of Effect Damage
-25% / -35% / -50% Missile Damage Resistance
Gains the following T1 / T2 / T3 Attributes:
+20% / +30% / +40% Melee Damage Resistance
-25% / -35% / -50% Poison Damage Resistance
Gains the following T1 / T2 / T3 Attributes:
Boosts 1 Bound / Boosts up to 2 Bound / Boosts up to 3 Bound
Remains Immune to Damage whilst at least 1 Bound is boosted.
Gains the following T1 / T2 / T3 Attributes:
+10% / +20% / +30% Magick Damage Resistance
Gains the following T1 / T2 / T3 Attributes:
+20% / +35% / +50% Magick Damage Resistance
-20% / -35% / -50% Melee Damage Resistance
Gains the following T1 / T2 / T3 Attributes:
+10% / +20% / +30% Missile Damage Resistance
Gains the following T1 / T2 / T3 Attributes:
+10% / +20% / +30% Missile Damage Resistance
+10% / +20% / +30% Magick Damage Resistance
Gains the following T1 / T2 / T3 Attributes:
+50% / +75% / +100% Fire Resistance
-20% / -40% / -60% Ice Damage Resistance
Gains the following T1 / T2 / T3 Attributes:
+50% / +75% / +100% Stability (Resistance to being knocked Prone)
Gains the following T1 / T2 / T3 Attributes:
-10% / -20% / -30% Stability (Resistance to being knocked prone)
Gains the following Ability:
Fires Maleficium ammunition, causing enemies to take Maleficium Damage over Time.
Gains the following T1 / T2 / T3 Attributes:
+50% / +75% / +100% Stability (Resistance to being knocked Prone)
Contributors:
Apothete, Double Space Su, Kahz, Katari, Phylon, Shrike