RobynJoanne
Member
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Let me preface this by saying I'm truly thankful that the devs have brought Spore to life. I was always worried that a new Status Effect could be too ambitious, especially one that has instances stacking the way that Spore does. Every Fungibushi item released so far has had at least one change from my design. Fungibushi Shield creates a Spore at the start of the Player's turn, so it loses out on a turn of damage after the Monster's turn unlike Shields that apply the Status Effect with each hit. Fungibushi Weapons and Pet do not use damage-scaling for their effect. The Fungibushi Magic Weapon doesn't always apply a flavor effect and instead only pays when casting a spell. It also doesn't Compress a Spell and instead shares the same effect as the Melee/Ranged Weapons. The Fungibushi Pet pays 50% damage instead of dealing x0.2 damage. I understand that damage-scaling is a mechanic the devs are wary of, but that's why I had a hard cap in place. This hard cap was the same one used for Wishweaver last year. The primary reason I had gone with damage-scaling was as an alternative to Potency and saves. This gives the same potential for up to an x2 boost on an effect but without relying on items that are Seasonal, Rare, Premium, Seasonal and Premium, or Rare and Premium. I understand that this has the potential to be abused, but that's why it's in place of saves, which usually provide an x2 boost, or the x[Hits] mechanic, which does an x2 boost for items with 4 or more hits. There are already items with both these mechanics to get an x4 boost. Damage-scaling also plays a role in the flavor effect I chose for the items. Had I known that the Weapons were going to be implemented the way they are now, I'd have them pay 50% damage to apply Spore like so many other Weapons pay damage for a Status Effect. The Misc and the Armor were also designed with damage-scaling in mind, and with the items the way they are now, the Misc and the Armor have some but quite a bit less synergy with the rest of the set and are better with items outside the set. While I had intended for them to be useful outside of Fungibushi, this is rather disheartening. I am assuming the items remain the same as my suggestion. I also understand that Spellcasting Weapons that always pay a flavor cost can be abused. Especially with efficient spells, they provide far more value than expected. Damage-scaling mitigates this to some extent, as an efficient spell would necessarily do less damage, which would in turn make the Weapon's effect weaker. One doesn't get the full effect with cheap spells the same way they would with the previous Spellcasting Weapons. With the change to the Magic Weapon's MC, Fungibushi lacks a Spell for Mages to even use, and this set was designed with Mage gapfilling in mind. The extra spell I made is not a "Spell" because I had anticipated the Weapon Compressing a Spell. Simply put, the items have a far lower ceiling for potential output than I had intended. The Pet applies a 0.1 Spore instead of up to a 0.32 Spore. The Melee/Ranged Weapons apply a 0.1 Spore with 0.35 on the first turn instead of up to a 0.2 Spore with 0.5 on the first turn. The Magic Weapons apply a 0.2 Spore with 0.3875 on the first turn instead of up to a 0.6 Spore. 0.6 was a cap chosen with these numbers in mind. When the Spores applied are half to less than a third of the numbers intended, that cap is a far greater problem. The way Spores work, they're supposed to be grow more quickly the stronger they are, so the first ones would reach the cap quickly and could then be converted into 0.3 Spores with Propagate. The lower the starting value, the slower they grow. 0.3 was not the minimum intended, but it was supposed to be an average starting number. Now, only a single source is even at that number and only for the first use. When making Fungibushi the way I did, I chose the effects with the knowledge that the new Status Effect would have little support from existing items. I designed Fungibushi so that the set could stand on its own for that very reason. Without the original synergy inherent to the set and without the support that items that apply other Status Effects would have, Spores and Fungibushi just do not work. I know many people voted for my set with the belief that I had balanced my items properly, and I take full ownership of the fact that my design was contrary to modern dev design principles. That was my fault. Still, if so many core mechanics of the set were going to be changed, I wish that we had been informed earlier. I could have redesigned the set with new guidelines in mind, and failing that, people could have been better informed to vote for the set they'd actually prefer. I'm so sorry to KhalJJ and Telcontar, as I had won through what might as well be deception since the set I suggested was far more powerful than would be implemented, and people often vote for what they view to be the strongest. Finally, I sincerely apologize for any impoliteness. Due to personal reasons, I'm unfortunately not in the best state of mind to be posting, and I'd normally prefer to wait until I had a better grip on my emotions before commenting, but everyone knows that the best time to ask about potential changes (or reversion? in this case) is right after a release.
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