Camoflague MerC
Member
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Hello everyone i started playing this game in very early beta around 2009 and i mostly enjoyed my time playing this game when it was in beta, the last time i played this game for any length of time was over 3 years ago, i occasionally make an appearance out of curiosity or simply being bored to see if this game is getting anywhere in terms off balance/fun/player base/community etc etc, and everytime i have come back my stay in this game has become shorter and shorter as I've only been seeing a dying game which could have been more but hasn't adapted to the times because of the use of a very outdated business model and little interaction with the community especially concerning balance. Got nothing better to do so I'm gonna (probably) waste my time telling the developers what they probably already know but don't seem to care enough to do anything about, and how they could possibly bring it back to life, i remember when this game was fun and I'm sure many people would come back if the right changes where made, it may be too late as the player base for this game seems to be getting smaller every year, i doubt anyone will take notice and the snowball effect to get those old players back and new players in will be small, but nonetheless i have nothing better to do on the holidays so here-goes. Balance: This game was alot more fun back in beta when classes where unique and gameplay was alot simpler even with the huge gap between pay to win varium and non-varium, all these poorly balanced skill cores and the removal of passives have taken alot of the uniqueness out of the classes and fun from the game, pay to win is an extremely outdated business model and no one will ever return to it when the most popular and successful games in the world are free too play (-cs) and give no one any kind of advantage for putting more money into the game than someone else. I know you can buy the vast majority of things with credits now but everything is so absurdly priced (obviously you are trying to get people to give you money instead of having to mercilessly grind for years to get the item they want, I'm sure this worked well 10 years ago but your pulling your leg now if your still clinging to this as your way of barely making enough money to keep this game afloat), at least you got rid of enchantments which were a joke, i remember back in beta when there were 4 servers in this game with one of them usually having over 1000 players on it and the other around 500 at most times, if i remember correctly the other two where test servers (correct me if I'm wrong), now there are barely 500 at peak times, and there is only 1 server left, the player base is about 300% less from beta. _________________________________________________________________________________________________________________________________ What should be done: -Massively reduce the price of everything, people should only be using varium for a cosmetic edge over their counterparts, having everything cost so much is a massive putt off, for new players especially. -I know there are still some weapons in the game which where only available with varium and do have some advantage compared to their non-varium counterparts. Go through all of these weapons and make make them the same as their non-varium counterparts. -Everything that was/is only available with varium made available with credits. -Make retrain free, I've never understood why you put a cost on retraining, people play this game to have fun with different builds and experiment, that's one of the reasons that made this game so appealing at the start, losing lots of money through huge amounts of retraining and being at a stat disadvantage because of less money, and therefore having not as good items. Being punished for creativity, quite possibly one of the stupidest things I've seen in a game, certainly a contributing factor to why the player base has dropped. -Make swords and class weapons the same stats wise, seriously stupid that you can't use some skills because of the type of weapon your wielding, defeats the point of the entire game, massacre and many other skills could just have a different animation with a sword, would make things cooler. -Add passives back, the one thing that made classes feel unique where passives, although when passives where a thing you were basically forced to max them out or lose every game, so i have a suggestion for that. -Make blocking, deflecting and critical strikes less game breaking by having block and deflect only reduce damage by 40%. And a critical strike only ignore 20% of your defence/resistance. Keep rage. -Change the skills that are the same over some classes a bit so they are unique and add to the feel of the class. For example you could change Battery backup on Techmages to a skill called Perseverance, when used instantly gain x amount of mana and 20% of the damage taken in the last 3 turns as mana. -Fix stuns so they are not so gamebreaking, change stuns so instead of 100% wasting someone's turn which is completely game changing for a luck based skill, make it so all there skills take an extra turn to cooldown/warmup (does not increase max cooldown/warmup time) before they can be used again, stuns have a 100% chance to hit, but only a 30% chance to disorientate, which makes the enemies next attack do 65% less damage. (this part is thoerycrafting, might edit it later). -Remove skillcores or have a good long hard look at them and balance them properly...currently the pay to win advantage that varium users get. _________________________________________________________________________________________________________________________________ I propose having each class have a different unique passive that will make each class feel individual these passives are designed to not be as strong as the original passives but be a uniqueness associated with each class, additionally these passives automatically level up every two levels (maxed at level 20), and does not count towards the amount of skill points you have to use with the other skills available in your skilltree. These are the results of my theorycrafting. Bounty hunter: Bloodlust: Gives passive lifesteal and increases your melee damage the lower your opponents health. 0.7% passive lifesteal gained per level (max 7%) You deal an extra +3 damage per level when your opponent is under 25% hp. (max +30 damage) Techmage: Reroute: 0.9% passive mana regen when attacked (max 9%) Gives the option to convert 60% of mana which has been regened (only mana gained through Reroute) to be added as raw damage in your next melee attack. Has a 5 turn cooldown. Example: you have regained a total of 50 mana during a fight, a melee attack used with Reroute deals the skills damage +30 damage from Reroute. Mercenary: Adaptive Armour: Gives a passive +2.2 armour increase per level in your defence and resistance. (max +22 armour). Your armour bonus can be combined and switched to either stack on your defence or resistance with an additional armour gain of +3 per level, can only be used once per battle (max +72 armour for resistance or defence). However when used you are vulnerable for 1 turn, taking an additional 15% damage. Cyber Hunter: Synergizer: Adds a small bonus to your resistance and block chance. Passively increases your raw gun damage for 1 attack for every consecutive attack hit in a row, uses max damage stack. 6 turn cooldown after gun is used with a damage stack (cooldown doesn't affect gun, just the use of damage gained from stacks created by Synergizer). Gives a passive +2.7 armour increase in your resistance and 0.6% additional block chance per level (max +27 resistance and +6% block chance). +13 damage per stack per level, (max 5 stacks, max +65 damage). Blood Mage: Bloodrite: When used purges all negative debuffs at the cost of 16% of your health, if there are no debuffs to be purged only costs 8% health, adds a 1.2% damage bonus and +2.8% lifesteal per level on your next attack (max +12% damage and 28% lifesteal on your next attack). 5 turn cooldown. Tactical Mercenary: Tactics: Tactics has a 3 turn warmup and costs 250 mana to use. When used prevents all crits, blocks and deflections from occuring for 2 turns while decreasing any damage you take by 2% per level (max 20%) for 1 turn and empowering one of your skills on its next use (you select the skill, used by clicking on Tactics, then clicking on desired skill, shows which skill you have empowered). Can only be used once per battle. Note: Max scaling is shown because i cbf writing everything down lol, so any values there would be 10% of what they are shown as at level 1 Toxic Grenade: +10 damage per turn, Incurable by field medic. Field Medic: Adds +20 defence for 2 turns and is 15% more effective. Double Strike: Strike a third time (counts as a normal strike). (for lower levels the third strike would do 50% damage +5% per level) Blood Shield: Inverses skill, healing yourself for x2 the amount of armour and costing 90 mana, adding +30 resistance for five turns. Frenzy: Damage to health is increased by a raw 10%, grants 3x energy as a % of damage dealth, ignores 25% defence. Mineral Armour: Now costs 60hp to use, and adds a raw 50 damage on your next attack. Field Commander: Adds a mana burn to health effect, 15% of damage dealt burns mana, all burned mana comes back as health. Artillery Strike: Deals 120% damage to single target, 110% damage to multiple targets. Battery Backup: Increases mana gain by 15% of current health, prevents loss of mana for 2 turns, 10% of mana gained is dealt as raw damage next melee attack. Atom Smasher: Deals damage, 40% of the mana drain conversion is added as ignored defence. Surgical Strike: Lifesteal increased by 30%. Mana cost reduced by 150. Stun Grenade: 100% stun chance and increases damage by 10% and 40 raw damage. All i got for now, i love theory crafting and i had alot of fun thinking of these abilitys and they are just ideas, but don't take that as a sign I'm messing around, I'm trying to be as balanced as possible, while making the game fun for all, all this is purely theory crafting i welcome all constructive feedback. Most curious to see if moderators exist in this forum still, or devs even look here. Last time i posted must have been 4 years ago. Moved to ED Balance ~Battle Elf
< Message edited by Camoflague MerC -- 4/8/2015 19:03:26 >
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