Many of the mods didn't have any appreciable effect under modern balance and there wasn't a lot of interesting gameplay possible. The original motivation for developing Archnemesis was that the previous monster mod system was very out of date. This new reward system smooths out the spikiness that the Archnemesis reward system had. Rare monsters with more mods are more likely to have these special hidden reward mods. In the new system, we have added a significant pool of new rewards to rares, but the reward that is on the monster is hidden (and not associated with a specific mod), so you don't know what kind of rewards you will get until you kill the monster. In other cases, you would ignore a monster completely if you knew that it would only drop rewards that were of no value to you. In some cases, you were then effectively required to fetch a magic-find culling character to make sure that you maximised the value of the monster mod that you had found. This meant that you could tell what kind of rewards you would get in advance. In Archnemesis, rewards were associated with individual mods. Players are no longer required to do annoying actions to maximise rewards But interesting and challenging emergent behaviour from overlapping mods can still happen, just less often. This means that you encounter more complex fights less frequently. The pool of mods that involve complex interaction (like spawning volatiles or ground effects on death) have been heavily diluted by the presence of the simpler mods. Instead of "Deadeye", which did five separate things, you'd now see "Applies Random Mark", "Extra Crits" or "Accurate" as separate unrelated mods.Įncounters are simplified on average while retaining interesting fights Mods say what they do rather than having a thematic name you must learn and rememberįor example, rather than "Incendiary", which broke down into six properties, you'd now see monsters with either "Ignites" or "Fire and Ignite Resistant". The new equivalent modifier just puts a magma barrier around the monster and does nothing else. It also spawned volatile flamebloods to follow you. It converted some of the monster's physical damage to fire damage, it added some extra fire damage on top, it granted fire resistance to the monster and it gave some physical damage reduction for good measure. It started by putting a magma barrier around the monster, but it didn't stop there. Here's an example: The Magma Barrier Archnemesis mod did a whole lot of stuff. Players are no longer required to do annoying actions to maximise rewards.
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