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Dev Workshop - Kuva Lich Changes Coming Soon™ PART 2

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1 hour ago, spicyframe420 said:

Thank since new fixes and quality of life lich related  in i will check it out. I still would insist to have something with more screaming indication for new players. 

The tutorial serves its purpose for how to deal with a lich. As for warning players about creating one, uh, yeah that still needs to be implemented.

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I really liked the changes, definitely an improvement, but there's something that bothers me with how the overall system works, when the Lich System was first introduced, the idea that you guys presented was that the Liches were lasting arch-enemies of the Tenno, an enemy that you would build a connection with, but as it stands right now, the Liches are just cattle, the system incentivises the player to kill as many Liches as possible to earn the rewards, that's kinda counterintuitive with the first premisse of Liches. But how to solve this issue? Well, I have an idea, why a Lich is limited to have only one weapon? Why can't you acquire more than one weapon per Lich? I think that you could get the weapons without killing them permanently, and when you acquire his weapon, he would just switch to another one. 

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On 2020-02-03 at 7:08 PM, Ham_Grenabe said:

But apparently not in any way that is inconvenient or actually threatening.

 

There is a difference and a balance between what can be felt as stakes without wounding the experience of the players. Your suggestions of maiming or destroying the frames are good lore wise, but an absolute hassle as a game mechanic. Take for example the thing of making a fram unable to use 2 handed gear, that means no primaries, dual wield weapons or 2 handed melee, other than a few exceptions that may be too much grind or a plat purchase at this point, single handed weapons that could damage a lich don't really come to mind, but I don't know about all the useful weapon and stuff so I can be wrong.

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2 hours ago, Pana-bot said:

other than a few exceptions that may be too much grind or a plat purchase at this point, single handed weapons that could damage a lich don't really come to mind, but I don't know about all the useful weapon and stuff so I can be wrong.

Kitguns are pretty OP and are all one-handed, "usable" melee weapons would be gunblades, glaives, daggers, rapiers, possibly whips and single swords, maybe even some special animations for using just one weapon from a dual sword.

That said, getting a permanent debuff like losing one of your arms on nothing more than random chance would be a horrible idea.

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To clarify: it's not a permanent debuff (at least, the damaged warframe thing). You finish the mission, run the frame through the foundry, fix the missing arm / missing head / whatever. Frames are biomachines, they can be fixed, and Ordis knows how. But the lich put you there and cost you something real. If it disabled your warframe so you had to finish the mission as an operator, that's a serious punishment. If it rendered you unable to use a two-handed weapon for the rest of the mission, that's a major blow.

Still, on second thought, maybe it would be better if the lich seriously messed up your fashion frame until you killed it. Maybe they steal your syandana and wore it around their neck. Or put an unremovable stripe of garish color on you as a mark, showing they can play with you any time they want. Randomize your colors and you can't fix it until you defeat them. Perhaps cause a clipping issue with weapon grips, or forced you to use the default skin and colors.

In fact, yes. Each of those could be the result of a failed stab. 

People would go beast mode in the pursuit of revenge.

 

Edited by Ham_Grenabe
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The Lich Larvling shown weapon is great, but please reduce the murmurs required for each requiem. Is too much. May I know what's the reason behind the excessive murmurs needed?

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Nice changes thus far, as for additions to Part 3, i'd like to suggest thinking about the following:

1) Add specific Lich Nodes in Railjack

Add a specific node on Earth/Saturn/Veil Railjack missions where your Lich would be 100% of time time (similar mission as the commander bosses on galleons).

The Earth node would be a Lv 1-2 Lich's ship, Saturn node a Lv.3-4 Lich and the Veil node would house the Lv.5 Lich. Also, the thralls that spawn on these nodes would be worth 2-3x more murmer value than a normal missions thralls.

2) Larvlings

Killing a Lich Larvling with a primary weapon would mean that they can only birth with a primary weapon. Killing them with a secondary they could only birth with a secondary weapon and a melee with a melee.

This would help lessen the RNG a slight bit as now that we have even more weapons addded to the possible pools, the same situarion will occour pretty quickly where people will bet bored of farming larvlings running a mission 20-30 times to get a larvling with the specific weapon they are farming to aquire/upgrade.

3) Parazon

A. Hovering over the "Known requirements" says the name of the requiem, can we get this effect on the history list on our mod screen too.

B. If we attempt to kill the Lich, but the mod we have equipped is one of the 3 needed mods, but in the wrong order, give it an indication so that we know it is needed, just in the wrong order. EG: glow yellow = succesful, red = failed, glowing (like peculiar mods) = wrong order.

 

 

 

Also: what happened to Peculiar mods? Wern't we going to get more added into ESO as time went on?

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