Tag Archives: Damage Absorb

[Meta Snapshots] Damage Absorption was a Mistake in Arena-Style Content

Introduction

Puzzle and Dragons is one of the most complex and content heavy games on the market due to the numerous years it has been available. For more veteran players, many aspects may feel like second nature, but when you take a step back and think about Resolve, Weapon Assists, Super Awakenings, Ranking Dungeons, or even simpler things such as Team Building, one may realize there is so much going on.

Due to the sheer volume of content available it is inevitable some mechanics will be better received compared to others but one thing GungHo tends to reuse older mechanics but make it harder by ramping up the numbers or combining several aspects at the same time.

Sadly, Damage Absorption is one mechanic that has been kept around and is the worst designed ability in Puzzle and Dragons. This is because the HP values have kept going up along with damage output which makes it impossible to not hit over the threshold without an active skill being used. As a result, every team must bring at least 1 Damage Absorption Void active in order to actually finish a dungeon in this day and age. While more options have become available over time, the fact that you need an active to counter this in order to pass a dungeon is not a fun way to play the game.

Video commentary

–video coming soon–

Brief history of PAD dungeons

Puzzle and Dragons is one of the oldest and deepest mobile games on the market. Like any game, PAD started out reasonably simple and the main appeal was the orb matching component. As such, the spawns found within dungeons were relatively static in that they only had a health value, defense, and a single attack value. Continue reading [Meta Snapshots] Damage Absorption was a Mistake in Arena-Style Content

Actives that Directly Counter New/Dangerous Mechanics are Bad in the Long Run

Introduction

Titles are hard and this article will be exploring an idea that has been floating around in my head for some time. Like any longstanding game, new and challenging content has to be released to keep things interesting and we have seen some bizarre mechanics over the years. Some are more challenging compared to others but at least initially, had several ways to overcome them.

Sadly, I feel we may be starting down a less than ideal path due to GungHo releasing a new/dangerous mechanic and then unveiling a card who’s active can directly counter it. As such, players can now counter said mechanic and they can tune it upwards to the point where you must have the active or you lose.

In my opinion, this is not a good game design as it forces players to have these direct counters or simply lose the dungeon. This tends to be most punishing in longer content where one needs to cover so many mechanics already.

This article will explore my opinions on this matter and how it is possible to correct these problems before it gets out of hand.

Video commentary

–video coming soon–

Damage Absorb & Fujin

Damage Absorb (pink shield) is one of the worst mechanics at this point in time due to how “unfun” and impossible it is to overcome without a Fujin style active. Continue reading Actives that Directly Counter New/Dangerous Mechanics are Bad in the Long Run