Remorse
Member
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I personally don't think HP is the problem, I think its the lack of viable counters versing STR builds. And that's partly due to rage, I think rage made shields really ineffective versus STR builds when it's intention was to counter tanks. There are many way's to creatively tackle these issues in the form of content. For example, an armor passive core that reduces the amount of rage enemy players gain on hit if you use a shield ability on yourself (for the shields duration), note that you can consecutively apply this passive with multiple shields but suffer turns used to apply the shields rather then attacking. (note that this won't necessarily make tanks strong as it requires them to use shields to gain the rage reducing effect) Another passive amour idea, you gain a percentage of your total rage bar whenever you use a turn that would generate no rage. (such as shielding/healing etc.) All these ideas are trying to improve the effectiveness of build versus STR builds whilst giving STR builds little to no advanatge. The point being is I think the ED team should stop trying to balance with buffs and nerfs as much and start trying to focus on improving variety and counter-play to control balance to give favorable outcomes. This is not to say that buffs and nerfs aren't needed, they are still certainly required however consider if whether or not the root of the issue is numbers, or is it lack of viable counters? In terms of HP STR builds I believe the issue is lack of viable counters. We should also consider, what is it that makes STR builds so effective and hard to counter? -Consistent damage which is hard to equal and suppress (mainly because of rage) -Hard to sustain against especially due to hatching rush core. How would you counters these things? Similar to the rage core suggestions I made above focus, on rewarding players who aren't consecutively dealing damage with cores that offer bonuses to those players. Another core idea using this logic: Rested: A primary weapon passive core that improves the damage of their next attack each time they do not deal damage to the opponent the turn before. We also need to be able to counter cores that STR abusers use that make sustaining against them extremely infective for example: An armor active core: Cleanse: Removes all non stat based debuffs effecting you (this includes, poison, hatching, frostbite, etc.) does not include stat based debuffs (intim, smoke, omega core etc) Basically we need to give players the tools to win with strategy, which includes constantly outsmarting and countering your opponents predicted strategy. With counter-play balance will become much more self/automatically managed, and this is evident across many other games. One extra major bonus to balancing with content is it would satisfy most players desires in updates! New cores/content as well as balancing will mean most people will be happy, it also effectively uses the Devs resources as art is required to make new cores etc. P.S I think this topic is worthy of it's own thread gonna make a post about this in the balance section, go there if you want to discuss this.
< Message edited by Remorse -- 7/14/2014 15:45:52 >
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