First Turn Adjustment (Full Version)

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Xendran -> First Turn Adjustment (11/13/2018 20:14:23)

First turn is still problematic, and is not properly accounted for in a way that encourages skillful play.
This is a problem that many card games have needed to address, and almost universally has been solved by allocating additional resources to the player going second.

I propose a relatively simple two-fold change:

1. Remove first turn scaling from support. Adjust the Support stat accordingly to make up for this. First turn is now a 50/50 coin flip.
2. The player going second begins with a full Rage bar.

This may turn out to be too potent, but this is where I would start in terms of testing. If this is shown to to be too strong during testing, dial the amount of rage back until a good medium is found.


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I initially considered something like granting a bonus amount of Energy, but this seems like it could become problematic quickly.




Satafou -> RE: First Turn Adjustment (11/13/2018 20:24:59)

I wouldn't mind this being tested. Not sure on 100% rage but 50-75% could be noteworthy.




Cataleptic -> RE: First Turn Adjustment (11/13/2018 20:58:25)

I don't necessarily agree with the player going second get a rage turn. This wouldn't help battles in any way, especially when the meta is spamming the same stats. Ex: Say a strength player was going second against focus and the strength received more rage than, which, hypothetically, is full rage, the focus would be on the defense. It would pretty much be one-sided. This would've been possible if passives were still in play. Skills like bloodlust would've attenuated for the damage it took and would still be able to keep up in damage.

I think the best thing to do would be to make a skill that is in cooldown faster than it is initially stated (the player going 2nd should be able to choose which skill they want to remove an extra cooldown from).
Their ultimate could have 2 less rounds of cooldown and ordinary skills could be one. Somewhere around that area at least.




Xendran -> RE: First Turn Adjustment (11/13/2018 21:08:22)

Whether or not the scenario you described is problematic would be up to the testers and developers.
Being on the defensive isn't one-sided. Being defensive is how I win most battles. It simply changes the dynamic of the fight.

Modifying cooldowns is another approach that could be taken, however I'd be concerned with the way it interacts with skills with 2 cooldown, and field medic.




.Lord Ginger. -> RE: First Turn Adjustment (11/13/2018 21:09:23)

Strength builds with minimum support don’t need the first turn, and you want a buff to that by giving them rage.




Cataleptic -> RE: First Turn Adjustment (11/13/2018 21:11:03)

Of course, a few builds such as caster, dexterity, or any other tank builds can survive it, but there are builds like focus that you would still need to account for.




Xendran -> RE: First Turn Adjustment (11/13/2018 21:12:07)

Claiming I want something doesn't seem to really apply to the topic. If strength builds gaining more advantage out of this than others becomes a reality in a test, then that's naturally something to take into consideration.

This system could be completely broken, but it's something worth testing to find out with real scenarios.




.Lord Ginger. -> RE: First Turn Adjustment (11/13/2018 21:24:01)

I think making first turn a coin toss would result in unbalanced builds like support not always getting a first turn, you try and curve that to where they can win going 2nd and they’ll always win going first.

This would need massive testing, not from our few testers




Cataleptic -> RE: First Turn Adjustment (11/13/2018 21:37:40)

Support is easily countered by a lot of builds, though. And you dont nor will you be seeing many players using support anyway given how much this game wants people to spam builds that give burst damage. I don't see it making it much of a difference in terms of helping them win the match since they can't even win when they currently start the match right now.




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