The berserker killer
Member
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The luck #s/%s are just too complex. Very few players are actually going to sit and create a build while calculating the deflect/block/critical %s that you have given us. Just show us the percentages in game. Tbh why are we showing the amount of experience a player has on his char profile? Why are we showing his influence, how much xp he needs until his next rank, the entire scale of a skill on his skill tree instead of just the amount of dmg that skill will do? That's useless information. Replace that information with useful information like deflect% block% critical%. Release that information on our char profiles and automatically calculate it for us. Youre calculating it already, just show us youre showing us how to calculate these things outside of the game, you already released the max %s. Stop being so sneaky with it and just release it so that when I click on someonones profile instead of showing me how much xp he needs until his next rank, how much fame he has or how much influence he has I can pay attention to actual PVP information such as his/her percentage to deflect, block, or critical. Make a little chart that shows that connect chance, block, deflect, crit chances For example (just like how it shows on your char page): Primary 553-586 Frozen Fury Scythe E 22%, 24% (color codes will simplify this . 22% will be your chance to connect your strike (green) while 24% will be your chance to critical (red)) . Those aren't realistic numbers in just giving you an example. Lets continue. Sidearm 553-586 frozen fury blaster p 22% (Color coded Blue for deflect chance), 24% (color coded red for critical chance) Auxiliary 540-560 Frozen Fury Annihilator P 22% (Color coded blue) , 24% (Color coded red) Robot 540-560 Black Abyss Bot P 22% (color coded green since this bot is Blockable), 24% (color coded red) Defense 285-336 Basic Armor 22% (color coded green for your % to block) Resistance 293-322 Basic Armor 24% (color coded blue for your % to deflect). Without all the extra explaining stated above it would look like this: Primary 553-586 Frozen Fury Scythe E 22%, 24% Sidearm 553-586 frozen fury blaster p 22%, 24% Auxiliary 540-560 Frozen Fury Annihilator P 22%, 24% Robot 540-560 Black Abyss Bot P 22%, 24% Defense 285-336 Basic Armor 22% Resistance 293-322 Basic Armor 24% EDIT: All percentages would vary depended on the opponent simply because I was made aware that it changes depending on the opponent. As far as useless information goes: quote:
all skills descriptions during battle should clearly read the following: - if deflectable it should say 'deflectable' - if blockable it should say 'blockable' - if undeflectable and unblockable it should display nothing - it should clearly display 'energy dmg' or 'physical dmg' for all skills and attacks. This is needed because for robot specials some players may not know if for example eating weapons by the Yeti deals physical or energy dmg - damage should be calculated and displayed automatically - like it is displayed for Bunker Buster. But the damage should be the real one, considering enemy debuffs - for example, if you have bunker buster with 200-300 dmg but you apply Smoke Screen on the enemy, the damage displayed should become 250-350 until Smoke ends. All information and descriptions about skills should be displayed in character window. But in battle, once you hover the mouse on a skill, it should display the above information. EXAMPLES: --- STRIKE --- Current description: Attack enemy with current equipped weapon. (Really, why do I need this displayed during battle?) New description: 250-350 physical damage. Blockable --- FIRE SIDEARM --- Current description: Shoot an enemy with your equipped sidearm New description: 250-350 energy dmg. Deflectable --- NECROSIS --- Current description: Spit acid on your enemy, lowering their defenses by an increasing amount for 3 turns. New description: 250-350 energy dmg. <Nothing> (because Necrosis is neither deflectable or blockable). SPECIAL: Spit acid on your enemy, lowering their defenses by an increasing amount for 3 turns. --- IMPROBABILITY GATE --- Current description: Energy required: 90. Opens a netherworldy portal, dealing Aux damage plus 5% of your target's max health. (Useless info) New description: Energy required: 90. 300-400 physical dmg. Deflectable. --- AZRAEL'S WILL --- Current description: Energy required: 160. Charm an enemy, forcing them to strike you on their next turn. Deals 85% normal damage. New description: Energy required: 160. 150-250 energy dmg. Deflectable. SPECIAL: Charm an enemy, forcing them to strike you on their next turn. Basically what a player needs to have at hand in a batlle is: - real damage amount to be displayed, considering all modifiers, e.g. buffs, debuffs, Rage def ignore etc. - type of damage: physical/energy - if deflectable/blockable - special effect Worst example currently is Fire Scythe. Its description is so useless that you cannot even tell how much damage it deals. Just an idea, tell me what you think. Thank you.
< Message edited by The berserker killer -- 1/28/2015 10:34:54 >
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