masa
Terrarian
I find it quite odd that people are complaining about the developers fixing obvious unintended behaviour in the game, like overriding boss damage with lower damage from something like spikes.
IMHO, all these kind of obvious cheesing methods/unintended behaviours should be fixed. There is no point in having a boss fight, if you can basically avoid it with a single spike tile. And it doesn't feel "natural" that such behaviour would happen "in real life" so to speak.
I think instead of possibly special casing these (or however they are currently implemented), there should be different damage types/categories for some of the environmental damage types, likes spikes and lava. And then separate categories for normal enemies and a separate category for boss damage. That way the different categories could have their own cooldown periods.
Or another idea might be some kind of incoming damage queue, where al lthe damage ticks from the cooldown period would get added to, and after each cooldown period expires the highest queued incoming damage would get applied. Just some ideas to consider, maybe.
What I don't want to see are "artificial buffs" or special behaviour for bosses just to buff them. It is a sandbox game after all, so IMO the player should be able to utilize the things that exist in the game, and they shouldn't be artificially disabled for the boss fights. For example the Nurse is a game mechanic that exists, I don't want to see her just plain disabled for boss fights. But since she is quite powerful in this regard, maybe she could have a per-Nurse cooldown, or maybe the healing could take a little time (requiring the player waiting still for a bit) instead of being instant. Basically something that feels like it makes sense in the context, and isn't just a special exception to the normal behaviour for the sake of the boss fight. I like consistency, especially in sandbox games.
IMHO, all these kind of obvious cheesing methods/unintended behaviours should be fixed. There is no point in having a boss fight, if you can basically avoid it with a single spike tile. And it doesn't feel "natural" that such behaviour would happen "in real life" so to speak.
I think instead of possibly special casing these (or however they are currently implemented), there should be different damage types/categories for some of the environmental damage types, likes spikes and lava. And then separate categories for normal enemies and a separate category for boss damage. That way the different categories could have their own cooldown periods.
Or another idea might be some kind of incoming damage queue, where al lthe damage ticks from the cooldown period would get added to, and after each cooldown period expires the highest queued incoming damage would get applied. Just some ideas to consider, maybe.
What I don't want to see are "artificial buffs" or special behaviour for bosses just to buff them. It is a sandbox game after all, so IMO the player should be able to utilize the things that exist in the game, and they shouldn't be artificially disabled for the boss fights. For example the Nurse is a game mechanic that exists, I don't want to see her just plain disabled for boss fights. But since she is quite powerful in this regard, maybe she could have a per-Nurse cooldown, or maybe the healing could take a little time (requiring the player waiting still for a bit) instead of being instant. Basically something that feels like it makes sense in the context, and isn't just a special exception to the normal behaviour for the sake of the boss fight. I like consistency, especially in sandbox games.