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Return Gun Scaling to Strength

 
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1/28/2016 22:12:05   
The berserker killer
Member

 

Strength is the only stat that you can tank without simultaneously gaining defenses. That's how it should be. You shouldn't be able to tank a stat and gain damage with a reusable free weapon WHILE increasing your defense. Like lets just go over this, realistically speaking.

If gun scales with Dex:
-Increased block chance
-Increased Defense
-Increased skill damage
-Increased gun damage
-Increased chance to connect strike

That's 5 advantages in total.

If gun scales with tech:
-Increased deflect chance
-Increased resistance
-Increased skill damage
-Increased gun damage
-Increased Bot Damage
-Better chance at achieving focus (Which affects diminishing returns)
-Increased chance to not be deflected

That's 7 advantages in total.

If gun scales with support:
-Increased crit chance
-Increased gun damage
- Increased Aux damage
-Increased skill damage
-Increased first turn chance
-Increase partners first turn chance (2v2)

That's 6 advantages in total.

But Strength?

If gun scales with strength:
- Increased primary damage
-Increased gun damage
-Increase skill damage

That's 3 advantages in total.


Its clear why our sidearm scaled with strength in the first place. I don't think there's much more to say. It used to scale with a stat where one simply had to use a shield to counter the damage. But clearly we live in a game where people would rather complain than cast a single shield for 90-200 energy.


AQ DF Epic  Post #: 1
1/29/2016 0:27:10   
  Exploding Penguin
Moderator


The premise under which you try and compare the stats isn't good at all. Increasing aux damage from support, for example, is a fraction of an advantage compared to increasing defenses from, let's say, dexterity since you can only use your aux once every 4 turns (3 turn CD).

While there are some problems with dexterity scaling with guns, there are also some problems with strength scaling with it too. The main issue is that strength now just gets completely destroyed by high block chance builds and it feels extremely luck-based should they fight against one, so I think it might be fair to give them back at least some reliability that doesn't cost energy. Then again it comes to a point where a gun seems so frequently available that there is very little that can be done about it.

Honestly I've been thinking about this for a while but guns need to get toned down or go up to a 3 turn CD. They're already a shift from blockable to deflectable so I don't understand why they do more damage; it just means that it should be used whenever it's up because for most builds it's the objectively better move. Either lower the damage of guns by like 10-30 or increase the CD on them.
Epic  Post #: 2
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