Therril Oreb -> RE: Quality for quantity. A fair trade? (4/18/2014 18:24:59)
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I get your point Trans. But in order to change the entire game experience. Or rather the fighting experience, you of course need more than 1 change. No matter what you change, the entire thing needs a complete makeover in order to be more balanced. Yes, all stats would need a change if we want every class to be equal in strength but still stay their own. Also, how does, in the long run, ruin longer battles the balance? I'm far from most people's experience here regarding ED, so my apologies if I'm making the wrong conclusions from my own experience. longer battles would in my eyes help balance due to the entire concept of balance being a bit wider. Stun is powerful yes, but it still is for 1 turn. In a fight taking 3-5 turns, 1 turn stun is devastating. A 1 turn stun happening in a (for example) 10 turn battle is less so. The way I see it, in traditional gaming, strong STR users usually have little defenses and health making them strong to power burst people down but in the long run are easily taken out by tanky guys. Just like you have in pokemon the water, fire grass triangle. You have the mage, rogue, warrior triangle. Now, to make the example a bit more clear: Mage: great power, massive damage. But usually has little defenses, in other words, if someone can outlive that mage's burst, he has a walk in the park taking the mage down. Warrior: Good health and defenses with average defences.If prepared, the warrior can outlive above Mage's power and tear down the mage. But only in the long run, short term, the mage would win. Rogue: The nasty character. average defenses but a high speed and nasty ways to go around defenses, this is the natural enemy of the warrior. It can survive a warrior's attack and get around the warrior's defenses. All three can defeat the other, but some have an advantage, depending on time and such. But if everyone has low health, the mage easily wins as we can see in current balance. The rogue second place since their power is still matchable with the others. The warrior however, lost the edge he normally has in a fight. Another thing I see longer fights have is that debuffs, buffs and other effects happening over time have a different effect in the fights when there is more time. Having a 5 turn effect no longer is a "lasts the entire fight" effect. Using it takes a bit more strategy. I'm not saying this is THE thing. But it changes the concept of how fighting goes in ED. And in order to make truly lasting changes for the better in the balance, you need a lot to happen with classes, stats and so on. But those are already discussed elsewhere. Here I try to see what the general view is on longer fights and why it is or is not a thing to consider.
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