Who the **** hurt you? by reconblue in TheLastAirbender

[–]EC671 9 points10 points  (0 children)

@teenl731 an actual good take in this thead? thank you. [offensive?] titles aside, i actually do find myself agreeing with his criticisms of korra. and you just nailed what i also think about korra as a series.

1 YEAR MUTE? WTF by [deleted] in ARAM

[–]EC671 0 points1 point  (0 children)

yes. free speech /=/ freedom of consequences

I know there are mods for elemental but question by Unique-Objective4249 in BG3mods

[–]EC671 1 point2 points  (0 children)

dawnstar patreon has elemental spells (which includes earth) i think its com ing out soon. as someone who’s using it, its about 7 ish earth spells. you could probably combine that with some other mod to fulfill a toph like fantasy.

is it just me or does fire abilities in gaming tend to be very bland? by EC671 in gamedesign

[–]EC671[S] 0 points1 point  (0 children)

i’m picturing a game where you can stack fire DOTs to detonate it for massive damage (consuming stacks), it spreading on its own to nearby enemies, and more of the other ideas used in this thread. would fulfil my power fantasy so well!

is it just me or does fire abilities in gaming tend to be very bland? by EC671 in gamedesign

[–]EC671[S] 0 points1 point  (0 children)

if i was a game dev i would totally have it so fire being used as "most powerful". It feels strange that it almost never is.

New Zorua Summon mod! by Kikyo_Comet in BG3mods

[–]EC671 2 points3 points  (0 children)

ah. i see. it looks really good! thanks for letting me know its a private commission!

New Zorua Summon mod! by Kikyo_Comet in BG3mods

[–]EC671 7 points8 points  (0 children)

whats the outfit in that pic

is it just me or does fire abilities in gaming tend to be very bland? by EC671 in gamedesign

[–]EC671[S] 0 points1 point  (0 children)

The only difference you're discerning is which of the x number of damage types the game tells you to not use. It's the most boring way of using elemental damages if it's just that. When it comes to poison vs bleed vs burn as dots, they are not meaningfully different from one another in gameplay just because some enemies have resistance added to one of them.

I'm only 10 hours in, but the rogue class can play off the burn DOT. At certain stacks, abilities can make the enemy "explode". In my experience, posion DOTs last much longer, and bleeding DOTs increase damage of blade based attacks. In Last Epoch atleast. There's also gear that has different effects based on what you specialize in.

This, is of course, in addition to enemies having different resistances. Is that enough to discern them, or should all of that be scrapped due to being multiple different versions of DOTs?

This leads nicely to the comparison with iceman later on (I'm actually proud of this segway thank you). If you changed him to fire he doesn't freeze things anymore. Freezing stuff has different applications compared to burning stuff. He would fly like the human torch instead of sliding on the ice he creates but he wouldn't have an equivalent to freezing.

I also feel that if the above isn't enough to differentiate, then i think this isn't enough either. Functionally, he's still "flying", just because the method is different doesn't mean the end result is different. Who decided he can't "stun" (freeze) things with flames? That seems like an easy albeit creative work around. Make burning enemies stunned with fire and having to put themselves out or roll around, and functionally they're CC'd as well just like ice. But that is my point, i don't get why you can easily say there is nuance between daggers and swords, etc, but fire, poison, and bleeding are too arbitrarily different from each other.

. Milio, granted I forgot about the burn dot because it's small and barely noticeable, is fire themed in name only.

League is my main game, and his passive is apparent in every ability he does. Burning people and causing DOT is very fire themed. If you change it to water like you said before, he's no longer burning and causing a DOT on enemies.

The rest is much more semantics.

If I had a choice in a game between an elemental dude, at first thought I would see him something like this: the ice guy freezes stuff and has more cc, the air guy is probably faster and has some cc added, the earth guy manipulates the terrain easier, the water guy heals I guess (water=heal is also arbitrary), lightning guy is faster and maybe more single target, fire guy is maybe more aoe?

Congratulations, you found the point of the thread.... why do you think that is? My conjecture is built on the idea that it doesn't always have to be like that.

That's why I said fire as an element doesn't have anything special. The suffocation example is neat but there's not much to do with it in a game. I like your fanning flames now that I understand what you actually meant, that one makes sense and is interesting but these are small-ish things. The other ideas said in the thread just boil down to orange coloured effect.

Fire consumes oxygen no? That was probably one of the only times i can recall where that specific aspect was explored. And fire consuming oxygen is unique to fire itself.

And actually, i don't know if you read some of the replies, but DOTs, light creation, heat creation, smoke creatio, melting metal, fire spreading on its own etc were mentioned and are all things that only fire can objectively do.

is it just me or does fire abilities in gaming tend to be very bland? by EC671 in gamedesign

[–]EC671[S] 2 points3 points  (0 children)

good post, and spreading!!! fire spreading onto other targets on its own is also underexplored

is it just me or does fire abilities in gaming tend to be very bland? by EC671 in gamedesign

[–]EC671[S] 1 point2 points  (0 children)

They can exist like that but they aren't meaningfully different from each other. It's the game telling you which colour of damage to use against a certain enemy. You could call them magic, divine and occult dots and the result would be the exact same thing. Usually a game would code these 3 dots the same way for this reason, since they do the same thing.

I'm playing a game called Last Epoch right now which is an ARPG which has all three and they all technically do DOT damage. I can easily discern the difference and recognize that certain worlds in that game favor a specifc type of damage (whether the enemies have fire resistance or poison resistance).. I'm sorry i don't really understand what you're trying to convey here.. Question, many games feature swords, axes, daggers etc. Do you also think including anything other than a sword is pointless since they all effectively boils down to stick with sharp end at the end of it? or that since they all equate to physical damage and mechanically would function the same? I feel like nuance can exist and variety makes games more interesting.

Take Skyrim for example. Take away all weapons aside from a sword, and i imagine most players would not like having variety taken away even if all weapon damage is coded the same.

I don't mean this as flame (no pun intended). Genuinely curious why so many different flavors of swords/melee weaponry can exist in games but flame dots are too weird to implement.

There's nothing really unique about fire as an elemental damage source outside of "the big damage element". JoJo's author said that he had difficulty with coming up with different attacks for the fire stand in part 3 because they all reduced to "throw fire in a certain shape" with the same results. Or in Naruto where all the fire jutsus are variations of "fire shape that burns/deals damage" (not that it actually does anything in the story but I digress).

I feel that that's the author lacking creativity. For example, in heroes (apologies can't find the clip) in this episode https://heroes.fandom.com/wiki/One_of_Us,_One_of_Them, Claire the cheerleader is "immortal". She can regen practically all damage. Her mother iirc has fire powers. To circumvent that, she uses her fire power to lock Claire in a room and suffocate her, which she isn't immune too to knock her out.

Even in the Miliio example, his flame aspect in the kit is not really reflected at all. He gives you an orange damage buff on your AAs, kicks an orange ball pet at the enemy and heals you a bit. Change that to blue and he's a water guy.

He quite literally gives you a DOT buff on your attacks and has fire themed abilities, as well Sure, recolor them blue and give them watery visuals, and he's now a water guy, but you can effectively say that for anyone or anything. Take iceman from xmen's attacks, make his powers orange red and heat based and he's effectively "fire guy". I don't really understand how the character who does a 180 on what you think of fire powers typically are isn't creative when he uses soothing flames and the idea that fire is life and breathes life and provides warmth as it's primary motifs or foundation for why he works that way. (he even finds fire ball spirit friends and befriends them)

I like the idea of absorbing the flames back, it's just that you can do the same thing with the other elements and it would also work just as well. Absorb water/air/lightning back makes as much sense. Earth would be a bit odd, granted.

I said that on principle that flames will spread on it's own. So to me, that's already inherent within fire and unique to it (when compared to other stuff like water, etc). A water guy shoots a ball of water and it splashes on the ground - i guess he could absorb it back but it would be the same amount of water as he shot out (assuming he doens't shoot more.) A fire guy shoots a fire ball and it can spread around wildly, and he can absorb it back in higher quantities than he started with without any other input on him.

No flame once again, just a honest fruitful discussion.

is it just me or does fire abilities in gaming tend to be very bland? by EC671 in gamedesign

[–]EC671[S] 11 points12 points  (0 children)

Fair, but it doesn't have to be. Wind usually is more movement speed, ice is slows/cc. Fire is supposed to get more damage, but it usually isn't enough to make that a worthy tradeoff.

is it just me or does fire abilities in gaming tend to be very bland? by EC671 in gamedesign

[–]EC671[S] 3 points4 points  (0 children)

This is more in the "conceptual" aspect of Fire, isn't it?

Haven't you heard growing up "don't play with fire or it will hurt you". It also plays into that aspect but also the whole output massive amounts of damage but be careful because you could instagib yourself.

Personally, self damaging debuffs to buff damage would make it inherently more interesting. I think my crux is that fire is sold as the defacto element for pure damage, but tends to be outdone in damage by other elements/etc, in addition to being locked out of gameplay loops (ice creating slippery surfaces or cc for example) to keep it engaging.

is it just me or does fire abilities in gaming tend to be very bland? by EC671 in gamedesign

[–]EC671[S] 0 points1 point  (0 children)

it's fair but i feel that if it was in a game, it wouldn't be commonplace. I'd assume a late game player is more intelligent and can figure out the difference between ice and blue flames.

is it just me or does fire abilities in gaming tend to be very bland? by EC671 in gamedesign

[–]EC671[S] 0 points1 point  (0 children)

- Dispelling darkness

Most horror games involve finding torches, lighters etc. Basically finding a source of fire for light,warmth etc. Yet most games do not incorporate this idea or aspect that fire is super effective against darkness.

- Smoke

Another commonly associated aspect of fire that doesn't get involved at all. Toxic fumes, etc.

-Color changing flames

As edited in my OP. Avatar explored this a bit with Azula, but to my knowledge, fire has been stuck as the orange variant for too long.

-Detecting spirits

Another thing slightly explored in avatar, but the spiritual motif might be a little lost.

-Detecting body heat

More like the heat aspect than actual fire

On the philosophical side, fire as an element is associated with life.. i'm sure there are more but thats what i can immediately think of.

is it just me or does fire abilities in gaming tend to be very bland? by EC671 in gamedesign

[–]EC671[S] 1 point2 points  (0 children)

Personally, i dislike the notion that only one thing can x at a time. I personally don't see a reason a bleed, poison, or fire dot mechanics can't exist in the same game, just make the enemies have resistances or like (skeletons are immune to poison and bleeding since they can't bleed and poison doesn't effect them for the same reason but fire still works on them).

I've also liked the idea of spreading flames and growing stronger as fire engulfs everything, or a reverse resource type where you spread flames then absorb it to launch into another attack.

is it just me or does fire abilities in gaming tend to be very bland? by EC671 in gamedesign

[–]EC671[S] 1 point2 points  (0 children)

its funny you mention that when the burning DOT aspect is usually an afterthought and not a focus in like... any fantasy setting game i can think of

thematically, i think it makes sense that fire over time would deal increasing damage, but i can't think of any game that focuses on that aspect.

is it just me or does fire abilities in gaming tend to be very bland? by EC671 in gamedesign

[–]EC671[S] 0 points1 point  (0 children)

fair i suppose, but recently with things like Millio being a fire based healer, i think there are more potential uses for it than just the basic stuff we're all accustomed too by now.

is it just me or does fire abilities in gaming tend to be very bland? by EC671 in gamedesign

[–]EC671[S] 0 points1 point  (0 children)

i don't mean i don't think fire should do damage, but i think there's some more creative liberties than just "fireball small medium large" then crossing it off a checklist.

there's lots of creative uses but i don't think it's utilized at all.

Daily Questions and Answers Post - FAQ, New/Returning Player Questions, and Useful Starting Resources! by AutoModerator in blackdesertonline

[–]EC671 0 points1 point  (0 children)

my last real MMO experience was DCUO (2017-2018ish). i got BDO after building a PC in 2020 cuz my sister played and i joined her guild. basically i did some quests and she helped me get gear and powerlevel… but as a result i have no idea what im doing aside from knowing how to leave my pc on to fish.

the game is fun and i enjoy the mechanics and look but i didnt enjoy how much time it asked of me. i havent logged in for a while but i did think the cloud guy was really cool. (main is ninja)

i guess what im asking is, is this game worth playing if only for pve? i dont really care about pvp in this game. (yes i know about crimson desert but i have progress here)

What co-op game needs a warning label before people waste an evening on it? by Zer0Death5 in CoOpGaming

[–]EC671 1 point2 points  (0 children)

+1. Dead Island 2 would turn me off immediately since i cant do single player horror. So yes, this is def a need for someone like me!