We all know the issue that when we are on characters that have increased health pool, any sort of fall damage is a dangerous thing. And that is because fall damage is currently based off of percentage (I’m assuming). This results in falling only a few blocks can sometimes mean 1000s of damage.
So in the current state, those who have invested skill points into having higher health, have to also carry with them a means of healing, or be incredibly careful - which can be hard due to sometimes taking damage from hitting walls and the ‘running over chiselled floor issue’ that I’ve heard about (personally never experienced).
Many peoples first idea of how to fix would be to simply make fall damage point based, not %. But this is not a good idea on it’s own because this would indeed mean you wouldn’t take 1000s of Dmg from a 5 block fall. BUT you could also max out your health pool, have the falling armour skill points (even stack a floating food or health increase food) and theoretically jump 100s of blocks and survive… Which wouldn’t make too much sense.
Don’t touch fall damage, but make your health regen (the +20 health you get periodically) percentage based. So if you’ve got maxed out health, you’ll still be able to hide and Regen health much like people who have the smallest health bar. Because to be honest, the normal health regen is useless if you’ve got thousands of health.
Because if we’re being honest it’s not usually how much damage we take being annoying, it’s how long we’re going to have to wait for that health to come back or the need to pop a potion/bomb.
Any thoughts or additions?
- Make Fall Damage % Based
- Make Health Regen % Based
- Leave it to someone with a game design qualification Ovis…
Edit* Meant to say make fall Dmg POINT based, not % (In the poll)