Wednesday, 13th January 2021, 22:53 by Nekoatl
Last I heard was if your summon gets the kill, you get at least 50%, and potentially more based on damage you dealt direct, but if you get the kill, you get full XP. My recent gameplay in Trunk seems to reflect this, but that could be coincidence. And, if there was a note in the simplified commit notes saying the full XP for a final blow was removed, it wasn't written in a way that any of my several search attempts could find. Are you saying the game now always uses the XP split formula regardless of who gets the last kill? If so, that's an improvement, but it doesn't completely eliminate the problem, as players are still incentivized to use silly tactics like summon beefy allies and tell them not to attack at all, using them as temporary walls only.
Besides, intuitive summoner play (i.e. using your summons to kill things) is hardly safe, as many enemies can kill you through your summons, and high-level Summoning magic often comes with inherent risks on top of that, not to mention trying to use Summoning magic to defeat a group of strong monsters is one of the least efficient and effective uses of MP in the game. There's enough incentive to diversify from Summoning magic usage without applying hidden character growth penalties, IMO, but if you really want to punish Summoning magic, I think a better way to do it would be to introduce some enemies that can use Aura of Abjuration, that way players would get normal XP and after experiencing mass removal of their summons, would be able to use the XP they're not being penalized by to choose some alternate method of dealing with those threats. It would allow for more diversity of choice in strategy, and would be more intuitive and transparent than a hidden XP penalty.
- For this message the author Nekoatl has received thanks:
- petercordia