I’ll open-up by saying that from the bottom of my heart,
I hate having to go on Hunts.
I’ve said it many times already. Why though?
One of the reason is that combat (to me) just feels plain wrong. As anyone else, I play a LOT of other games. Boundless might be the only game I know where I get this weird feedback vibe during combat that the game hates me and wants me to die.
The creatures can easily oneshot you unless you have the right skills, and then, you get that psychologically painful XP debuff which doesn’t feel right and is based on XP AMOUNT and not just TIME.
To me, the whole PvE combat system could use an overhaul.
• Skill trees
I would suggest to separate the skill points between 3 skill-trees which the player would be able to level simulatenously :
- BUILDING/CRAFTING : decoration, machine, weapons, food
- COMBAT : Tank, Heal, DPS Melee, DPS Ranged
- EXPLORATION : Luck, Running speed, Harvest-skills
This way, the player could be a good builder and still go on hunts without having to swap skill pages or go on an alt-character. Skill pages would however be still usefull, but we would rely less on swapping them.
- Yay for the separated skill trees
- Nay for the separated skill trees
Even with the right skill set, you can get oneshot by creatures during hunts, and (to me), the way it happens is off.
I would suggest that creatures should do LESS base damage and instead use more phoned skills that you can avoid.
Here’s an example : Spitters spit bombs. They explode. You’re dead.
What if the bomb instead released an AoE which does something to you. For instance, it could be applying a stacking debuff which gradually removes your environmental protection and goes negative, making you even far more sensitive to these effects than you’d normally be with 0 protection, so that you don’t die instantly from the bomb, but if you stay too long in its area of impact, you’ll feel it!
Maybe we could have a way to damage the bomb before it explodes to prevent the AoE I described, or shooting it could bounce it further. Maybe Shield wearer could make them bounce back.
What if the charge of a Wildstock wasn’t dealing base damage, but instead applying another debuff, reducing your armor? A tank with a shield (we all know those are coming) could maybe have an option to wield it to stop a Wildstock charge.
That’s the sort of change which would make combat less ‘punitive’, and would still provide challenge.
Truth is, currently, during hunts, people are making towers & using grapples to be out of range of the Wildstocks, Spitter bombs and such.
That’s not really “fun” (to me).
- Yay for combat overhaul
- Nay for combat overhaul