I don't like these low percent bonuses but I definitely felt them since I first experienced them in World of Warcraft
The issue is that your character level is the most import stat. The numbers are just there to keep you in the grind/loot cycle where you soon have to collect bazillion of ressources to upgrade a thing. And it doesn't even matter when an enemy is a few levels above you because he has like 5 times your HP and kill you with three blows. So I really feel you on this. This is not RPG design I used to love almost 20 years back.This issue killed my desire to explore in Assassins Creed Odyssey.
Yes, agreed. This annoyed the shit out of me in AC Odyssey. I think the numbers went in the 5 or 6 digits sometimes, shit was impossible to parse.I am a VERY BIG PROPONENT of small numbers in RPG's. Most games like to get you to the thousands by even the early mid-game, and suddenly, the brain has trouble processing what 8,165 means against 8,798. Keep attack values in the double digits for as long as you can; the difference between 37 and 42 is significant and people can more easily internally contextualize it.
EDIT: This issue killed my desire to explore in Assassins Creed Odyssey. I swam down into the murky depth of an out of the way lake, found some very cool golden sword of god, and its power level was lower than whatever sword I currently had. So my reward didnt mean anything. Doing ANYTHING in that game will get you progressing forward so why spend the effort to make a decision is the answer is always the same/
I'm a caveman. I like it when the good numbers go up. And when the bad numbers go down.
Agreed. For example, SotN was great about showing the difference in what you equip right away. You hit a guy with a stronger weapon and you see the increase in damage (if you have the relic to show damage). The percentages never feel like they show me what they're doing to my stats.I'm a caveman. I like it when the good numbers go up. And when the bad numbers go down.
It's certainly catastrophic for immersion when anything more than two levels higher than you will just mash you into a fine paste even if you do get a stealth attack on them - one would think a hidden blade to the windpipe would be a fairly decisive argument ender no matter how many press-ups [your opponent] had done that morning.
It has the opposite effect for me. The difference between 37 and 42 feels miniscule and is barely noticeable while going from 3700 to 4200 feels like a relevant difference even though both are the same % increase.I am a VERY BIG PROPONENT of small numbers in RPG's. Most games like to get you to the thousands by even the early mid-game, and suddenly, the brain has trouble processing what 8,165 means against 8,798. Keep attack values in the double digits for as long as you can; the difference between 37 and 42 is significant and people can more easily internally contextualize it.
It has the opposite effect for me. The difference between 37 and 42 feels miniscule and is barely noticeable while going from 3700 to 4200 feels like a relevant difference even though both are the same % increase.
Ding ding dingI think the problem so often with these systems is that the enemies are often too spongy and not especially tough to fight, so upgrades don't feel as significant. Raising the skill ceiling and lowering the health pool helps makes those upgrades feel more transformative.
When you play other arpg's you realise how amazingly well Diablo does loot.Very few games actually treat loot properly in a looter game. Diablo is one of the few series that actually manages it. Game developers need to stop normalizing all combat damage. It's ok to have a character feel either underpowered or overpowered.