Stabilis
Member
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quote:
In game where no skills improve with stats, means that power builds rule. We have a game where skills are improving with stats, and power builds are ruling. This includes power via weapons, and power via skills. These skills sometimes even use weapons, but also these are skills improved by stats. Where does the principle amount of damage from a Dexterity type Cyber Hunter come from? From my observations it would be Multi-shot. And where does the principle amount of damage from a Support type Tactical Mercenary come from? Namely the Auxiliary, but in between cooldown, Artillery Strike. Where does the principle amount of damage from a Strength type Blood Mage come from? From weapons, the Primary, and deadly aimed Sidearm, but significantly from Fireball, including but less often is Berserker. quote:
I can't even imagine how much creativity and fun would be killed by that. Numerous builds of the Mercenary, Blood Mage, and Bounty Hunter already have limited energy, and use weapons for the majority of their fight. In reducing the power of attack skills, we can scale every skill by character level and technically give fixed damage. This would be determined by largely the level of the skill. And due to the drop in power of attack skills, skill points will be taken more cautiously, but I also agree that the game could use more skills/skill points in total. The creativity of EpicDuel is thanks to designing stats and skill the way you would have preferred to, not so much by who can add the most damage into a commonly used skill, I find that uncreative. You see, when stats improve skills, what reason is there for players to balance their stats... when damage can be pooled into 1... 2... or sometimes 3 different forms of output? This mutuality between 2 very fundamental game pillars is what is buckling the building to implode on itself. In the future, when level caps rise, the change in this process will noticeably be that skill damage is going to be exploited even more with more stats! And people will blame classes, groups of people as a whole in bias! Pah! If anything, I see statless skills being the saviour of overpowered and tasteless builds exploited by many many people in EpicDuel for... fast wins... preposterous. quote:
Level-scaled most likely, and go with Str all the way - Gun and Primary, same skill damage as everyone, where's the problem? What makes builds different is variation in stats - if you go with Tank build, your skills that use Dex and Tech will improve so you can adjust your stats to skills and get most out of them. If that was changed - battles would be pre-set, 1st turn advantage would be much bigger, one build would rule; one with highest damage output via weapons. Level-scaled indeed. You make a good point, a form of creativity to further break down the player-base is when skills are equal in power, stats tell the difference. However this is one of my points, because of something like enhancements or requirements, players are able to overkill their opponents in skill damage such as Fireball, which is a very good stigma for players to exploit Strength and Bloodlust... as much as they can! Battles would be preset you say? I say nay, creativity is also formed when skill points are allocated. This is usually more profound than needing stats. Which is more effective: level 10 Reroute with 43 Technology, or level 1 Reroute with 430 Technology? The placement of skill points is a very important matter of determining overall usefulness as opposed to stats which do both to statistics and usefulness without skill points... which kills balance! Look at how Support Tactical Mercenary overkilled every person with a level 1 Field Medic... today they would only be able restore 30 whereas they have used to restore 60! Is this not a sign?! Is this concept of skills separated from stats not doing wonders for balance?! When I see a Blood Mage with a maxed Bloodlust hitting 40-50 per turn and winning while only using Strength, I see a balance problem. quote:
What you're suggesting is re-writing the game from scratch. I mean you have to re-balance every single skill in game, change how stats work Not so! In fact although this concept is a core feature of EpicDuel, it is still a feature. Look at it this way in changing skills: a skill uses a class template (talking about computer coding)... one of it's methods controls energy regain, requirements, improvements... etcetera. It is much easier to delete logic than it is to create new logic. What you would need to do is reconcile your code, about everything that feature affects. Write a list (not a programming list) about everything effected thing you can mention. Remove improvements from the core class attributes, followed by editing out every mentioned instance of stats improvements in every other skill object. This can be done very quickly using a "find and replace/remove" function in the shell of the programming interface. I would estimate the time needed would be less than an hour if Titan managed to condensed his created skills using the minimal space possible... in other words k.i.s.s'd it. quote:
test it all, bugs that will pop up, balance the stats, new code. It's impossible task, with amount of time releases eat already and current Team, you're looking at 'few years later' period at least Testing, yes, we have older and younger humanoids who try to work out every single angle of a balance/feature change. With the current speed at which EpicDuel runs (plus frame rate), you may be looking at a 10-30 minute testing... since you would really need to test every skill again, with some exceptions. After the testing run there may be some bugs, but definitely fewer than opposed to adding logic, which is more risky than often, as existing code is promised to be stable while newer coding is unpredictable. quote:
+ a lot more space on the server to have new releases being tested & for new skills. More server space? This being a new release?? New skills??? Old skills. Old school. quote:
It's an impossible task to re-write the whole game, remember that probably weapons would need adjustments as well to their stats as they could end up weak perhaps. But you are not rewriting the whole game! That would take weeks! You are "changing" a key feature in PvP balance which affects most skills and no stats. Weapons ending up weak you say? How would that be so? Hmm... if in changing and in the end result that skills separate from stats, I do not see how weapons get affected unfortunately if they do not manipulate skills with the exception of attack skills transmitting damage through a Primary weapon. <- But if you want to point this out, even weapon skills can be edited to fixed damage and by character level quote:
You will find your advantages which some people will agree to, but you're killing every single build in ED, as well as whole creativity that exists. To finish my timely response, sorry Trans, but I disagree strongly.
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