Scott Reese
Member
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quote:
Given how 2-dimensional the battle system is in ED, there's a ton of hard counter matchups that are heavily in favor of one side or another, and the only hope for winning is really just formulated counterplay. Not being able to see your opponent's build could really make this difficult and kind of remove most of the tactics behind the game aside from some sense of adaptability. Well, this is a pretty big factor to consider. Analyzing my opponent becomes even more crucial when I'm on the wrong end of one of those one sided matches, so it would be frustrating if that was removed altogether. But try not to think of this as a way to keep players from seeing a build, but rather as a way to entice the player into learning all they can about that build. Everything someone could see now would still be visible, provided you make the strategic choice to look at it. The means by which they take that look could be tailored to suit the need for really formulated gameplay against tougher opponents, like you mentioned. Maybe build info could be provided as a bonus to the heavily disadvantaged player in the same general way Underdog works? That's why passive skills.... well nevermind. That's why cores, active or passive, could serve the role of opening up the build for you and even retain their current bonus (like deflection or block chance in the case of passives) so no one feels like they have to 'waste' valuable core slots on something that doesn't give an obvious immediate benefit. Another assumption I'm making is that cores could be edited easily enough to do this. What if there was an automatic freebie to start the match with? Do the same as you would now and click on their build, only now you get a small readout that displays their highest skill and its level, their highest equipment based damage, or their defense/resistance score (or some combination of two, or just all three of them). Something that gives the basics most people need to begin formulating a counter, while the rest they would tend to learn from their opponents play style anyway. quote:
can allow surprising builds to be successful by tricking your opponent into thinking you're going to do one thing, having them pre-emptively counter with a shield or something, then do something that doesnt care about what they just did basically wasting their turn. This is the tactical shift I think would be really cool to see the game swing toward as long as the current integrity of the dueling mechanics wasn't harmed. Wouldn't want people to rage quit because they feel they have no way of finding out why exactly they get trounced by someone over and over. A good system would give them the means of finding out what they need to know, but still allow for guile and deceptive strategy. Such a system could also allow them to eventually find out why deceptive and wily builds work, too.
< Message edited by Scott Reese -- 4/29/2016 3:01:22 >
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