Stabilis
Member
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However, you once again aren't accounting for the level difference, which is what your point is based on: if the players are the same level. Unfortunately there needs to be a health difference between 2 players of different level as there is a difference of 4 stat points per level difference, equipment stats, weapon damage, and armor score. Including another advantage, health, is damaging as well although this can be compensated. If a player duels another of a different level, the lower-levelled player should start. The first strike can reduce the health advantage immediately. quote:
Not to mention how this would hurt build variety as well. I agree that build variety drops with fewer destinations for stat points to go to, but balance is greater than variety. I will be explaining balance more here. quote:
Well, this is precisely why I suggested that health should scale faster (ie 2/1). But we do not know for certain if health is lesser than the other stats. We have to be able to compare them on the same scale to make calculated findings that 1 stat point should be worth more health. quote:
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health as a changeable stat is horrific for stat balance because it cannot be compared to Strength or Dexterity... This also doesn't link into your case that health should become a static factor in the game...it is simply an observation. The problem is, we already are assuming that 1 stat point is equal to 1 health: which is equal to 1 energy, or Strength, or Support, etc. We claim to think (not understand) that the difference between damage dealt and damage reduced is equivocal to the same thing that provides damage to the Primary and Sidearm. Any changes to health based on this way of thinking will only lead to experiments without hypotheses. Health should be excluded from stat points because it cannot be balanced. The comparisons are "apples to oranges". What stops players from exploiting health over defences after we buff health as a changeable stat? quote:
You also aren't looking at the fact that certain classes do better with higher health builds. In general, bounty hunters don't need as much health because they gain health back through bloodlust, while other builds such as glass cannon tech mages need more health (which is what i meant by sacrificing defenses for health). I thought I did mention this in the first post. Reroute to name 1, directly benefits off of higher numbers in health clearly. We will just have to manage with what changes in balance this does to this assortment of skills. As for the statistics part of your argument, I am clueless. I stopped using statistics in my research since all I get from statistics is a way to visualize information, like graphs. quote:
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quantifiable in balance comparisons is also not a justification for this change that you are suggesting....and quite frankly makes no sense. Well, this goes back to the old point where I refer to health as being incompatible with other stats, and then you become a fox news reporter and question my role in politics, then we have cake and move on. Then we do it all again the next day.
< Message edited by Depressed Void -- 6/1/2013 19:48:46 >
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