I don't see skill expression of pressing 2 or 3 buttons to mitigate 1 attackSo basically you're creating 3 buttons, maybe cutting 1 existing mitigation into 3 differents mitigations.
If the buster is a water attack you need to press your grass mitigation. If it's fire you need to press your water mitigation. If it's grass you need to press your fire mitigation.
Here's the problems:
-Button bloat, effectively creates 3 buttons to answer the same situation except you need to press the correctly colored one.
-Cutting prevemptive mitigation, currently tanks can take advantage of the long duration to predict a tank buster and prevemptively cast their mitigation earlier so it comes back earlier as well while also taking more hits.
-Creates a reactive gameplay instead of the planning gameplay we are used to, this would completely turns the mitigation design on its head.
In short, you'll trade a lot of skill expression related to mitigation for a reaction based gameplay where you just press the exact same buttons but with the correct color, similar to pokemon typing.
It is just more button to press for no reason



And can you please tell me where the skill expression lies in your idea?
Pressing the corresponding color when I see one is something we'd play in kindergarten.
Let's be serious, do you honestly see someone going "oh no I pressed the wrong color!!"
Also, screw the colorblind I guess.
the risk could be done by use the right mitigation for the right attack instead of using any tank mitigation you have (I have seen some tanks use 3 mitigation skills for 1 TB)And can you please tell me where the skill expression lies in your idea?
Pressing the corresponding color when I see one is something we'd play in kindergarten.
Let's be serious, do you honestly see someone going "oh no I pressed the wrong color!!"
Also, screw the colorblind I guess.
rewards continuation to mitigation with hard hitting attack based on job identity that can vary based on job.
it can be anything really color/icon/text whatever.
the most important risk and rewards structure should be unique for all tanks
Last edited by Tunda; 08-13-2024 at 12:34 AM.
Well you see, OP thinks Simon Says is a complex game with tons of room for player expression, clearly.And can you please tell me where the skill expression lies in your idea?
Pressing the corresponding color when I see one is something we'd play in kindergarten.
Let's be serious, do you honestly see someone going "oh no I pressed the wrong color!!"
Also, screw the colorblind I guess.
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