Exploding Penguin
Moderator
|
Apparently I'm not a player from previous phases then, since you are kind of treating me like I don't know what I'm talking about. From what I understand you don't like my diminishing returns suggestion and favor yours more because you want to maintain the regular chances of random events such as blocks, deflects, and crits while reducing the durability of people who invest lots of points into HP, whereas my suggestion reduces the chances of these random events from happening if someone wishes to pursue very high HP numbers. Fair enough. I am personally not a fan of random events heavily influencing battles in a strategy turn-based pvp mmo and I think pursuing high HP should be met with the drawback of reducing not only the reliable defensive measures (defense/resistance) but also the unreliable ones (blocks/deflections). It only took around 5-6 of your responses before your reasoning was finally revealed though which made the whole situation a LOT more complicated than it needed to be. I am not saying agility was a band-aid fix like some people are but I think there is a better way to tackle the problem of people who mindlessly invest in HP to become very hard to deal with. To sum up the differences in our suggestions, your agility suggestion reduces the durability of high HP builds while maintaining their current block/deflect/crit chances. Mine reduces the durability of high HP builds while also reducing current block/deflect/crit chances IF someone wants to still have lots of HP, but in order to compensate for that field medic gains more efficiency. A field medic on a character with lower max HP but more defenses is clearly more effective than on a character with higher max HP but lower defenses. At this point it is up to the balance team to decide which suggestion would be better unless they come up with their own solution or just entirely ignore the problem at hand.
|