Krawling
Member
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My thoughts on how to lessen the luck/RNG impact and improve tactical thinking I've given this some thoughts, been reading alot about how luck can flip the table to your favour ten times over. Also about people talking about stat abuse (str comes up alot). Then i started to analyze each battlemode and every single match. Found out some very balance breaking results. (all in my opinion) Conclusion: When the luck factor is so huge (could be a block, a deflect, a Huge critt (50% of total hp, hell even more), going first) balance will take the hit. If you can agree with me so far, please continue reading. As this games core is making strategical decissions based on your oponents class/build and the fact that its turn based this even plays a bigger role. The luck factor is a great addition to the game, i would love it to stay the same, but change something else to reduce the great impact of it. My proposal to lessen the luck factor and make battles more strategic: 1. Dynamic base increase in health as you level up. (to increase overall health and a good way to prevent the luckfactor to grow with higher levels and increased damage. Cons: Heallooping builds. Solution: increase the cost of heal (as heal gets stronger with levels) Pros: If struck by the wrath of luck/RNG its easier to recover/turn it around if the impact in this case on your healthpoints is lesser than today. My phone is lagning insanley much while writing this ill Edit when i get Home... The thing, in My humble opinion, with removing enhanchements might result in the new gear, with time, Will get back to the problem as gear improves. 2. As above, but with enegy (depending on class is discussable), an lesser increase per level. Why? Well as i've seen over the years most of the higher levels might go for 1 or 2 skills depending on the build. Nore energy regain classes probably got a few extra skills. But the main skill/s is the focus. I would love to see a bit more Variety in offensive skillusing. All this for a more strategic use of skills. As it is Now most offensive skills are improved with a certain stat. I would love to be able to put a split between both stats/skills that uses diffrent stats to become better and still be competitive at a higher level. Hope you follow me this far, ill clean the texts later. This combined with the healthincrease, in my mind, could open up some nice new builds while pushing down the luck impact and increasing the strategic part of the game. More options-more strategies. My way of thinking: Long term solution to the overall balance, this will make it easier to adjust skills/classes also. Discuss! Best regards, Krawling
< Message edited by Krawling -- 3/8/2012 8:45:32 >
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