CH4OT1C!
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@Primate Murder said@ Ok, first? This would hurt people who actually use hp-cost items like Aberrant and Grimlord, or even Bloodblades over multiple turns - FD and FO beastmasters and warriors. Meta people would barely notice (since, you know, they don't take a single point of damage from enemy attacks) or, at the very most, transfer their Luck into End. The meta would remain unaffected. As I've already mentioned. Second? This is not the thread to argue hp cost. There's a whole other thread for that. Use it. The rationale behind me bringing up essence orb is: i) It's one of the key examples you use in your initial post: quote:
@Primate Murder said@ Likewise, Essence Orb is the most broken item in the game. It renders moot all sp-regen items and leaves the player with no reason to actually use standard weapon attacks. The fact that the misc is technically balanced only makes it worse, since there's not much that can be done to change it. quote:
@Primate Murder said@ In an absence of all other effects, quickcast would be quite reasonable - a direct conversion of your resources into buffs and debuffs, at reduced efficiency due to a lack of a turn cost. It does not, however, operate in absence. Quickcast stuns provide an unreasonable damage bonus via free EleComp, quickcast buffs stack on top of that and Purple Rain means that you gain a bonus to your resources magnitudes higher than the 50% melee that a 1/battle effect is supposed to be. Essence Orb is the cherry on top, serving as the ultimate enabler of the stun-meta. I know it's tempting to continue to play the game on easy mode, but we're now a fourth of the way into year 2019, and you have to ask yourself - when was the last time you were actually excited over the equipment release (Frostval and Bloodzerker notwithstanding)? When was the last time you've actually struggled with a boss or tried new tactics? Stun meta and Essence Orb are killing the game, and their quickast nature is what allows them to do so. There are two key characteristics of essence orb. One is the quickcast nature and two is the cost being HP. I'm arguing that you're addressing the wrong characteristic. It's very difficult to do that without mentioning the other. ii) Also mentioned in your initial post, it's one of the key problems in this game as of right now. If we have to address quickcast, then this should be one of the major points of focus iii) It's one thing to argue why one idea may be an unsuitable solution, but it's much more constructive to offer a different, better solution. I might have mentioned it repeatedly, but it's not like I've gone into any great detail. That's why the post is linked, so I don't have to repeat myself. To sum up, in your first post you mention: quote:
@Primate Murder said@ Is there an obvious flaw with my suggestions? Do you have better solutions? This is my response. Addressing your initial point, I know you disagree with my other thread. With that said my response is: Good, they should be nerfed because those items aren't mathematically balanced. It doesn't matter what build you are, they should be nerfed if not mathematically balanced. Your suggestion is based on the premise you think a certain group are too powerful. However, absolute balance should still prevail. quote:
@Primate Murder said@ I'd argue otherwise. Pixel Ether regenerates over 20% melee in mp per a single use (not even counting LS) - that's more than what you get from a standard misc. Yes, you make a fair point. However, we're not just talking about quickcast miscs here. Let's take another quickcast item, spectral chains. This offers 125% melee without costing a turn. Would that be worth the same number of action points even though it offers ~6 times the benefit of pixel ether per use. What about gandolphin? Those spells and the conversion offered by pixel ether are not the same thing, so they shouldn't cost the same number of action points to use. quote:
@Primate Murder said@ You mean skills that are intended to have 30-50% chance of inflicting could actually fail? Oh no, the horror! My point bringing this up is not to express horror at failing to gain any quickcast benefits for a turn. Instead, it was to highlight that there's a hard balance to strike with action point use. Too few and it essentially acts as quickcast removal. Too much and your idea is unlikely to work. Given the variety of quickcast items at your disposal, it make be nigh on impossible to achieve (especially if you don't differentiate how many action points each item is worth). Your first post justified your attempts to nerf quickcast by suggesting they branched two issues in the game: quote:
@Primate Murder said: What's in common between both issues? Their quickcast effect. Whilst you briefly reference the wider context with that justification, I don't believe you've considered it in enough detail. There are other potential sources. That's why I bring up HP costs, I think they're one of them. This response is a further symptom of this rhetoric. You make light of there being this chance for failure when, if considered, it's going to significantly influence the number of action points you give players. With that said, I'm glad that rhetoric is now changing with the mention of: quote:
@Primate Murder said: Please note that I'm not saying quickcast is the only problem with the current meta. Nukes need tweaking, stun cost needs to account for elecomp, and yes, the blood costs are currently a little ridiculous. I'm not saying that they aren't a problem. I'm saying that the current treatment of quickcast is also a problem, a large problem, and that it needs solving. Now, I've said neither quickcast skills aren't a problem nor aren't part of any solution. That's why I mentioned penalties in the first place - I don't think bringing them back to mathematical balance is a suitable penalty for their effect. For conversion items, a conversion tax similar to that suggested by @gavers would be totally reasonable. My major point of contention is I believe you're exaggerating their contribution to that problem. You've already admitted that they're not overpowered on their own. Maybe that's because they're just an additional layer when the root cause lies with other items. Item interaction is a big deal, that's one of the reasons why this post exists. However, it could be better solved using the law of diminishing returns and conversion taxes. As such, I think using one of two nuclear options is a completely disproportionate reaction. Not to mention, you've only broken one bridge when every other still stands. There's another problem with such harsh options. It feeds into: quote:
@Primate Murder said: So... like any other balance-necessitated nerf in the game? Yes, every nerf is controversial to some extent because players don't want to lose power. The only reason they wouldn't is to avoid challenge and frankly, challenge doesn't suit everyone. The difference here is you're going way too far. Backlash will be a lot higher with such a severe limit. Everything above also applies, meaning the benefits are limited. The cost:benefit ratio of such an update wouldn't be worth putting out in my eyes. Why risk such a reaction for little gain when you make less risky moves to greater effect? Doing the latter would be logical.
< Message edited by CH4OT1C! -- 4/27/2019 5:09:40 >
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