Health Damage Asymmetry: Difference between revisions

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** Blizzard has had to address this issue a few times in general. In the first expansion, stamina was put on nearly every item in bigger chunks than the other stats, and for Cataclysm, health pools are planned to grow a lot again to combat this creeping up in nearly every gameplay aspect.
* ''[[Adventure Quest Worlds]]'' has recently done a move away from this trope in regards to boss fights. While player characters go over the 1,000 mark in terms of hit points and can do triple-digit damage to their enemies, the bosses do nasty damage in the triple digits (Wolfwing was doing about 300 damage with every hit), and will kill you quickly if you do not have a healer, a suitable plan or both.
* The original ''[[Ever QuestEverQuest]]'' completely inverted it. Monster health and damage both scaled much faster than those of players. This was intentionally to force people to group constantly after the first few levels. It also caused the difficulty to scale into the stratosphere at the end game.
* ''[[Atlantica Online]]'' generally keeps everything on the same level, though monster health and damage depends on where they are. Only bosses are significantly stronger and thougher, to the point where most of the fight will be the players entire party against the boss alone. Even areas designed for groups of players house mobs about on par with the player's mercenaries, but you'll almost always face three parties of monsters at once.
* ''[[Final Fantasy XI]]'' has monsters that have the HP as an equal level character (and sometimes significantly more). The game is a careful balancing act for the players in terms of maintaining attack and defense; if either is too low, you won't do enough damage and you'll take significantly more. Melee classes in particular, lacking any kind of special abilities on the same scale as magic-users, have to be especially mindful to be using appropriate equipment, so as to win the resulting war of attrition.