Without question the major frustration I have within Boundless is that of the mechanic of how fall damage occurs. I am currently trying to map out new planets on my Hunter as he has high mobility and grapple use so I can traverse the terrain a little quicker. With the high mobility comes some slight concessions in safety as I am more prone to potholes and whatnot before I have the chance to react.
I am running around with the well fed buff but my health never budges. It literally takes hours to recover my health from just the well fed buff alone. When I fall in a pot hole I take 5,000 damage and it seems as if it’s working by a percentage of my health rather than a standard damage number across all characters.
When I am falling on my builder, my health recovers nicely from food yet sometimes I still find myself dying and it seems like a good balance. However, on my character with high health I feel like I am penalized for having high health due to how the fall damage is calculated. If fall damage is a percentage of my health then why is well fed buff not a percentage of my health in return?
My favorite is when I don’t fall at all but I release my grapple right before I hit the side of the hill/tree/etc and I take massive damage from slamming my face head on. I mean ok, I guess I can go with it but I never fell so I don’t like the wording.
That’s what you get for releasing a hair early. Physics could use a good touch up some time down the road but I’d rather they work on much more important things in the meantime, like farming and more mobs.
What if the distance you fell affected your movement speed for X amount of time and they removed the damage modifier? I feel like the EXP debt is a great asset to the game as there should be risk involved… But falling a few meters in a game and dying where the terrain is so jagged is not a good use of the death penalty in my opinion.
I’d be cool with that. Or a temporary speed buff for chaining multiple grapples in a row without hitting the ground and removing fall damage from grappling. But like @anon67769248 said, i dont want the devs to take too many resources away from other things atm. Fall damage can be tackled later on
No, man. Almost absolutely everyone who plays this game hates the way the mechanic works.
I’ve had a dev in the past try to say “it’s good because realism lol” but boooy if they’re trying to make a game that’s realistic, they’re going to have to scrap most of the current game and begin anew.
Having an unbalanced mechanic in your game that does nothing but bring frustration to players with no real way to counter it is BAD. (fall damage skill doesn’t count because NOBODY is going to waste the tiny amount of skill points a player can have on one skill sheet on fall damage protection.)
This why i have a skill set page for flying in city like spider man build. As long as I avoid to jumping down from extremely high place, always 0 fall damage.
ok this is awesome for sure and I might do this. But it only works well with no vitality skills. as soon as you get some vitality the skills don’t help enough.
Another way too… I’ve died twice now - one strongly suspected, one confirmed - by flinging myself into walls with my grapple. Last night I did it in Ultima, let go a bit too early, and smashed myself in the center of town. Rather embarrassing…
The way enemies push you around is also sometimes more dangerous than the enemies’ attacks themselves. I’ve died to creatures pushing me into terrain while aggro’d on someone else multiple times.