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QCF Design Community • View topic - Edge case strike order discussion.
Page 2 of 4

Re: Bug reports (Spoilers ahoy!)

PostPosted: Thu Jun 28, 2018 7:59 am
by choongmyoung

Re: Bug reports (Spoilers ahoy!)

PostPosted: Thu Jun 28, 2018 8:54 am
by srid

Re: Bug reports (Spoilers ahoy!)

PostPosted: Thu Jun 28, 2018 11:03 am
by AvovA17

Re: Edge case strike order discussion.

PostPosted: Fri Jun 29, 2018 1:14 am
by dislekcia
The call was made with weakening to only apply it after damage resolution because players were getting angry that their damage wasn't what was being reported. We'd predict that they wouldn't kill an enemy due to the added weakening, but it wasn't obvious why this was happening. We contemplated putting a "weak" notifier on the "safe/death" UI element, but that didn't work well either because which would take precedence?

Game design is usually about player expectations and outcomes. The fact that this perceived issue has taken over 5 years for anyone to feel is unintuitive is good enough for me ;)

Re: Edge case strike order discussion.

PostPosted: Fri Jun 29, 2018 4:06 am
by choongmyoung
What really happens if you try doublekill (burning knockback)? Does burning pop first then knockback applies? In that case the practical belief of 'knockback cannot kill' seems wrong as when the enemy dies, it is not burining.

Re: Edge case strike order discussion.

PostPosted: Fri Jun 29, 2018 6:10 am
by srid

Re: Edge case strike order discussion.

PostPosted: Fri Jun 29, 2018 6:21 am
by choongmyoung

Re: Edge case strike order discussion.

PostPosted: Fri Jun 29, 2018 11:42 am
by srid

Re: Edge case strike order discussion.

PostPosted: Fri Jun 29, 2018 12:17 pm
by choongmyoung

Re: Edge case strike order discussion.

PostPosted: Sat Jun 30, 2018 7:29 am
by srid