Exploding Penguin
Moderator
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If we compared every single similar skill side-by-side we would find that there are numerous wrong things with the game. Thankfully for us we don't because it's plain silly. When evaluating skills in ED there are two main elements to consider. The first is to look at its numbers. The second, which is a lot more important, is practical application. Concerning a post I made a while back, I used numbers to prove that cheap shot is actually the most energy-efficient strike-based skill in the game bar poison skills. This does not mean that cheap shot is viable, as can be seen from practical application, due to a number of different factors. Using number calculations alone proves barely anything and must be handled a lot with actual, in-game experiments. I would also consider simply speculating on the numbers without actually doing extensive experimental testing really inaccurate because of how there are 6 different classes, several different builds, and the way they function against each other in battle is always changing. Hence, getting data from playing the game reveals more accurate knowledge than simply doing math. Not to be rude but I have to admit that I don't really see the point of this thread concerning the current state of ED's balance. The game is at a point where, unless it posts an immediate problem, it shouldn't be fixed. The larger, more glaring issues should take priority first. That being said, this slight, arguably nonexistent disadvantage one poison skill has over the other is entirely insignificant in the current, short-term goal of bringing the game into a more stable balanced state. I would like to say the best course of action for ED to take is: "If it doesn't need to be fixed, don't fix it. When something gets fixed, do it right in the first place." Well, how can we decide if it does or doesn't need to be fixed? In this scenario I wouldn't say that the poison skills need adjusting because, while many people may consider some classes stronger than others, the very slight differences between the 2 skills which may not even be an imbalance at all definitely does not contribute to the current imbalance. An example of something that would need immediate attention would be, for example, the current state of static smash and atom smasher where the 2 skills are virtually useless in practical application. I would get into what "fixing a skill in the right way" is but I'm really busy as of now so I don't have time to go into it. Simply stated, however, it's basically a fix or change that has the least potential to invite future problems, such as the big change made to fireball's damage on BM. The damage got nerfed to a point of being unusable, and even when strength builds came back into the meta the skill was still near useless. The skill was stuck in a state where it could only be either completely useless or way too good because of how it scaled in relation to its corresponding build, not to mention the fact that it had no build diversity options and would only work with a very specific type of build. Only until fairly recently where it got a huge change to its function (the defense-ignoring part) does it now start to have a promising future where, if this effect is increased a bit more and other slight tweaks are made to the skill, can the skill be balanced in most states of the meta, representing a fairly good fix to a skill. Coming back from my tangent, this thread shouldn't really be considered as a pressing matter at all. Maybe if there's a huge shift towards poison builds where hunter poison is straight up better than TLM poison for no good reason and it dominates the meta will this become an issue, but as of now it's entirely insignificant towards what the devs should be trying to aim for, which is to first bring the game back into a more generalized state of balance.
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