Suggestion
I would like some kind of bonus score to be awarded when monsters in Base Assault are inflicted with Stun or Sleep.
Proposal 1
Add a fixed score bonus for each player using an elemental weapon (including Bowguns that can load status abnormality ammo) based on the number of times Stun or Sleep was inflicted.
Proposal 2
Add damage dealt while the monster is Stunned or Asleep as a bonus score (similar to existing damage bonuses for Poison and Blast). In group hunts, calculate this based on the total damage dealt by all players, regardless of their weapon’s element.
Current Status
While Poison and Blast status abnormalities grant bonus scores, Stun and Sleep do not provide any direct score bonus. Even if immobilizing a monster via status abnormality is the optimal strategy, the player who successfully immobilizes it receives little benefit in terms of damage score.
Every time, the balance for Critical Missions is lacking.
For this Diablothunder, I had decided from the start to provide support using Leaf (Paralysis Dual Blades), anticipating the need for skills like Earthborne and Windpressure Resistance, as well as the delays caused by submerging.
Since Interception Battles are centered around combat, and enduring such hardship can make players dislike the game, I acted with the hope that at least the local players would enjoy it.
As expected, most players’ scores stagnated, leading to a field littered with corpses and early withdrawals. Players aiming for high scores quickly switched to solo mode, turning multiplayer into a space solely for those unable to hold the line, leaving them in despair.
Although I was providing support with Leaf, ultimately, since I couldn’t achieve a high score myself, it wasn’t fun at all.
Since others also couldn’t score well, there was no reason for them to go out of their way to help, resulting in a pathetic situation where helpers remained just helpers, making their efforts feel futile.
I don’t know how the developers plan to balance Interception Battles, but logically, this time’s balance seems to assume paralysis is available. (Or perhaps it’s a countermeasure for solo play.)
Rather than leaving everything to dedicated users, I hope they will establish some degree of flow or structure for the missions.
Unlike normal quests, you can’t actually defeat them, so even if you help out, it’s hard to tell how much you contributed, which is a downside.