Stabilis
Member
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quote:
But for health to gain an advantage over offense then wouldn't agility have to be removed? Since too much health results in loss of defense which in turn allows offense to do a lot of damage, even though health builds would gain rage fast they won't survive long after that. Hummm, true, the one dilemma is that offensive players are usually seen incorporating health. Imagine a 45 health player with great offensive power battling a 145 health player with OK skills... but gains rage within 2-3 turns. That is the example I was trying to lay out. And yes I would remove agility and instead because players may go high health, high Strength (or Support), instead, to counter these health exploiters who also have good damage... lower the stat progressions with decay for the 4 basic stats. quote:
Another possible way to deal with cannons getting rage is to reduce the amount of defense ignored if they have too much of 1 stat, for instance past 85 in a single stat will result in it only ignoring 35% then having more than 100 of 1 stat result in it only ignoring 25%. I like that, as long as that means during rage and not in gaining rage.
< Message edited by Depressed Void -- 3/20/2012 21:32:11 >
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