I think the Monster Level cap would be beneficial for Lower Level Players, although I'm skeptical of it becoming too easy for Higher Level Players.
If you have a +5 Poison (AM Overmaxed) and use Piercing after the Poison's DoT (Damage over Time) kicks in, players can take down some High Level Monsters, especially if they use a large AOE (Area Of Effect) blast weapon, such as the Redeemer and switch to Poison. Although Poison is a great tool to get Monster Health down, it isn't necessarily going to kill the monsters, but using a Piercing weapon on the weakened horde will take them down, although Energy weapons are necessary for AMs to hold up their Globes if they can do some damage.
I personally think a new Magic type like Slag (covered in Monster Mash servers: Just some ideas for new mods.) would be great with lowering the Monsters' Damage Resistance temporarily, although it would be quite a bit of work to program it, making a skin effect for the weapons, an effect that appears on monsters to indicate that it is Slagged, as well as it would make rolling other essential Magic weapons (i.e. Piercing, Energy, Poison, Petrification) harder, it could make it much easier to take down High Level Monsters.
I also have an Idea for a new Skill Purchase since I'm thinking about it that could be interesting, but I'll go to the previously mentioned topic to post it.
I'm weary of the Monster Cap, although I'm not saying it's a bad idea, it isn't the only option.
As for the Spawning measures implemented now, I'm 50/50 on it.
The good thing I see that comes from it is that it'll block any Leechers from joining on Wave 16 to get Experience and just leaving after the match, only to keep doing it until they're at a Level where they won't get 1-hit killed by some monsters, I see no fun in that and it also blocks others who're joining to actually play.
The bad thing though is on maps with the Miniboss (Mech Titan/Santa Titan) with no Wave Progression until it's killed. It takes forever for a High Level lone survivor to take it down, even with Piercing. I've had this experience quite a bit when I played my Medic a lot, sometimes taking half-an-hour with a Medic Minigun of Infinity. The dubbed 'Spawn-in Trick' helped to take it down much faster when Low Levels reconnected. Although it isn't a legit strategy, it helped shave time off of waiting to respawn when it's taken down.
Anyways, the updates overall are in the green, for now. :snod:
MM Server 2 Updates
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- Killer in Training
- Posts: 34
- Joined: Fri Apr 05, 2013 7:25 pm
- Location: Virginia, USA
My Classes In MMs2:
BrianTheCorrupt - M/MM: Lv 638
BrianTheEnraged - AM: Lv 708
BrianTheGunzerkr - WM: Lv 318
My Map Projects (All on hold):
DM-Tourian
DM-DarkAgonWastes
DM-CargoTrain
BrianTheCorrupt - M/MM: Lv 638
BrianTheEnraged - AM: Lv 708
BrianTheGunzerkr - WM: Lv 318
My Map Projects (All on hold):
DM-Tourian
DM-DarkAgonWastes
DM-CargoTrain