Holocaust -> RE: Passives, and the lack of it in MQ (2/8/2014 11:12:33)
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I've had some thoughts on this topic for a while now. However, current approach is unlikely to bring MQ to a new level. Most passive buffs are not big enough to be useful, and sometimes a wrong strategy is chosen, when passives are favoured over everything else (note Golden Katana and Snow Day FA). Let's start analyzing. 1. Battle effects - Boost, Bonus, Defense These are great, especially when passive, and mess up with enemy's strategy. However, considering the huge nerfing possibilities, they are only useful in the beginning of the battle. To be of any use, passive Boost and Bonus should at least be as high as half their cap, which is not-so-appealing. Defense is a different matter, as it prevents hits from landing, but when they finally do, defense nerfs are even greater and it also becomes useless. 2. Additional effects - Hit, Crit, Dodge These can be felt however small they are (note MR and Vladek mechas, not sure what Hit stat precisely does though), and are therefore very useful, yet hard to obtain (well, excluding Crit). However, when given proper attention, they become frustrating and impossible to counter (note certain bosses), which also has to be dealt with. 3. Stats Not all of them are equally useful and we need loads of them to feel the difference, plus they take long to set up and retrain. They have potential yet are underdeveloped to serve us well. 4. Resistances This is where game-breaking potential lies. This approach would need mass re-balancing, but would produce best results. I mean, making certain weapons/effects/abilities useless in certain situations would make MQ much more tactical and players would be careful about weapon choice. However, everyone still has to have a chance of beating quests with none to minimum NG expenditures and possession of rares.
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