BlueKatz
Member
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I believe, sooner or later, when ED reach a "limit" it will hit this wall and have to change. The question is: how long must players suffer and how will they change it? Seriously, stat is the root of every problems. Stats are fuel, skills and gears are engines and players are the drivers. Just fix it already! I know this is the hardest part in game for staff to touch, but trust me, ED last awhile, sooner or later it must change stat when hit a wall. It's just so useless "patch" this and that unless we can have a good stat system. 1st what to worry about stat? Stat abuse! Yes this should be considered in every math, if I skip any, remind me. 2nd is skill. Well I think we can change skill after stat so no worry 3rd are gears. Technically we have some "broken" formula tx to our items. Example, damage might need to be reconsidered as well as Def/res from Armor. Bot "must" be changed too. Change from stat hardly effect gears but gears badly effect stats because those items are made base on old system. I will throw down some "major" issue here about the imbalance between each stat. STR: Ok this stat is so flawed. It's a "perfect" stat because you can cover both Element (Energy, Physical) tx to the gun. You in fact gain a lot of Rage even with stupidly low Sup. You don't need Sup at all, different from other stat which need some of other. At a "peak" you have insane damage that if enemy don't defend they surely die because they just can't catch up, that's "STR defend" which is so broken - it makes STR perfect stats when you max it = Stat abused DEX: A surprisingly broken stat. To be effective you must get way too much of it (compare to TEC), and when you get a lot of it it become so broken because of Blocks. It's both weak and strong, not OP just strong. It's strong because Block... I don't have to tell u how bad Block is in this game right? right? It becomes a stat that BOTHER both users and enemies because it's so expensive and annoying. The most broken thing about Dex that it scaled after Stat Process (which at higher process gain less Def) BUT NOT BLOCK? Wtf this is so broken. You still gain good amount of Block with stat abuse = Stat abused. Note: If any of you guys good at math, draw a function chart, a line is good in a chart because it gives less stat abuse, and look at block, it went top north. Block not only gain higher value when having higher %, but it also getting % without Stat Process scale, which break this horribly. TEC: Arguably the most OP Stat in-game... if you have a bot. I believe this is why staffs don't even dare to make bot >.> Ok look, it gains better point in defense than Dex because it starts with more so at higher value Dex has more problem getting defense. So weirdly, this get advance at low process, but lose to Dex at higher process, defense wise (just because Dex is more "lucky"). So at a perk, it's balanced. When people reach high level they complain about TEC being weak = staff put bot in with so BAM imba. Bot gain damage from Tech so technically it's a bit like support. This make TEC stronger, hardly compare if it's OP or not, but Bots are overpowered (look at below for Bot analyze). Tech is hard to abuse itself, but HA covered it... SUP: Oddly I would say Sup is balanced. It only OP because of FM which was nerfed. Sup is ok, but it's biggest problem? LUCK! In a game where you can kill people in 2 hits (AKA STR MER) Sup is something so silly. Chance to go first, Crit, Stun, Deflection... what did I say about Block? Those % ARE NOT SCALED! So abuse Sup is like a MUST when you play Sup because you gain a lot! HP: Technically it's so broken... it's so broken that they have to bring Agility in game only aim at high lv player. Technically, ED staffs only care about STR DEX TEC and SUP and totally forgot about HP and MP. So instead of making real balance, they make it "rock paper scissors" between few elements and stats. I just point out that they skipped a huge part. Here's why: Armor give you Def or Res, STR give you both and at higher level you gain more Skill Point which you can spend more on Element Switch skill. So at higher level, you can only easily cover 1 Element and easily focus on 1 Element so the HP lose from being attacked by wrong Element is BIGGER. Which lead the the fact: You have too much HP at low lv and too less HP at high level. Idk where's the balance point, but it's changed. At higher lv ED will be broken because of HP. Also Crit and some other stuff effect the HP limit. At low level it's like "do all damage you can do" and at high level it's "hit enemy at his weak spot", you can clearly see the change between low level and high level. Also Crit effect badly because it apply the same at every lv, make it stronger at high lv (because your HP is static). About HP, you should understand terrible terrible damage theory. It should be increased by level to balance the wide range of Luck and Element Seeker, staffs forgot about this I believe, or MP didn't do what they planned with. The reason why it get nerfed mainly because of cooldown (AKA Heallooper and STR build). They are static, the solution become.... HP should be static too. MP: This thing is so... bad that most people don't even know what to do with it. You know why? We have 4 Stats per lv... we can scarify 1 on HP but rarely 2. And Mp is not that good anyways. I believe ED staff had forgot MP as a stat, but a "requirement". I mean... really do you want to pay 32 MP for a skill that do exactly damage as your weapon but unblockable? (speaking of Plasma Bolt) and different from stats, that MP VANISH when you used it. Also MP is so so vulnerable to MP damaging skill and to the flow of battle! It's the most risky stat ever If you care to read, you will notice all stat scream "ABUSE US" (beside MP). If you play balance, you are ok, you can deal good damage and base on skill and possibly bot. If you play abuse you are ok. If you are somewhere in the middle? DOOM. This is very uncreative and it's very bad for ED. Also you can notice I press strongly at % effect, namely Block, Crit, CTGF, Deflect, Stun... which are not scaled after stat process. This is very broken, making them scale will reduce Luck greatly. No more 55% Block. The game has become either "abuse" or "balance" and no where in the middle, uncreative. What I meant... we can't destroy abuse, it's so wrong. We just need better stat system. Stat is effected by many things currently in game. They prevent us from "fixing" stat. They are, as mentioned, skills and gears. I should talk about gears first, as it effects nearly directed to stats. I will list every problem we have here: Defensive items vs offensive items: So in fact we have only 1 defensive item: Armor, while having 4 offensive items: Primal, Gun, Aux and Bot. The different that Armor is static passive while you must use other 4 each turn. So here's the deal, we get like 1 Defense (from Armor) vs 1 Offense (from weapons being used in 1 turn). And the problem that using Element Seek (mean hitting enemy's weaker Element) the Armor won't have impact while Weapon do. The the "extra damage" will be 0-4, averagely 2, each lv (Note: for now I won't count Gamma Bot as 2 Elements) This explain few things: First, this is why HP is so complicated, the fact that we need more HP to cover from Element seek. Second, this is why you can, and must get armor at high level. At low level if you get armor it would be so... darn long: this proved how broken this problem is. Bot Ok just get this straight, this thing is so OP. It has 10-14 base damage, it gets damage increased like STR SUP, it has up to 30 Focus damage, it has a skill. So compare to other, it has 10-14 more damage than any other type of attack but skill. It uses TEC, a completely fine stat (technically) until they add Bot damage. Gamma Bot cover both Element, which is so so broken as explained above. And Nerf Bot totally support Abuse build. Out of everything, Bot is the most imbalanced equipment. I think it's very bad idea to have equipment with different power level, they should be balanced and are just tool for stat to influence with. Primal - Gun - Aux Ok, the major problem I don't like about the difference between them is how "damage" and "stat" are handed. So nearly by default, Aux has higher damage with less stats. I mean oh cmon! This is why Support was abused, it deals so high damage. I don't mind having weapons with stronger damage or having more stat on the other, but limited it! 8 damage different between 2 items is too much (look at Eggzoka). By having a limit, we can actually balance it out. Stats per Level I mentioned this above, we have 6 stats but only 4 stats per level. Scarify 1 stat for HP is acceptable but hardly MP. If we use MP we will need more HP and leave other stat open making Element Seeker eve easier to do. This become a major issue when it comes to MP, it ended up with BH TLM "Auto Attack" style or Mer "We don't have MP" issue. Because of this, we can't have effective "Nuker" builds at higher level (which is sad). The fact that ED players evolve enough to find trick in build. And ED staffs make this in order to create build instead of add 1 stat in each of your Stat types. But it in fact ended up being imbalanced as explained above, where higher level need more HP, lead to "Armor" issue. I'm pretty sure we can still play ED for a while, but the more we play, the bigger this issue. This "lack in stat" issue open way too many build counter build situation in the future, leading to "copy paste" issues and people will spam OP build everywhere. Even if the game is balanced, it will become a game of Luck! Requirement Ok... these things were added to reduce the effectiveness of abuse stat build. It works! And it's a HORRIBLE idea! Remember when they were added? We have 3 classes! And we' at lv 31 or something. Now thing are changed, level side, the Requirement should be changed to adapt the new stat but we can't do that because it just take too much work! And then we have 6 classes but share same skill, it ended up that if we change this skill to nerf this class it effect the other! Waa WHY can't they just make 2 different file with same code for those skills! V.v Just is IK the creative, too flawed and rotten over time. I can understand why we have requirements, to lesser the abuse build, the make us buy more weapons. HOWEVER staffs rely Way WAY too much on this. It's a very bad idea, just a temporally solution! Focus Read everything I just said about Requirement. Focus is 2 steps worse, first Bot is so OP Focus become new type of abuse (abuse the OPness of Bot) and 2nd, it scales very silly with Level make it really pointless and random. This is a bad result of balance being balanced in such rush way. Range Bonus from Stat Idk what to call it, but I'm referring to the "peak" where you gain 1 Max damage/Def/Res at some point of each stat. Like this: 87: 20-24 93: 21-26 Ok... this is both a good and bad idea. Technically this force people to get on with some builds and spin around that point so when something is imbalanced, staffs can quickly detect the builds and fix it. The bad thing is... very obvious, this is the reason why people abuse stat! Agility This is just silly. It totally killed our builds idea and still can be abused by people who has tons of stats. And it only denies our Defense instead of offense. This idea is "outdated". First Turn Possibly the hardest to balance factor in this game. The player who goes first do good damage and get cooldown and can force people to do something else. It becomes punishment for damage dealing build so generally it's broken. Block In a game like this... Block is so so so broken. Aw I told you above how % Effect are broken right? But Block is still so silly. It completely negative the attack an skill. It's like remove all your strategy if you have any. It's just... aw so silly, a strategicless build become better than the thoughtful one Stun I think it's so silly, so like block. I prefer to have Stun as a weak skill so it's just for fun. Brokenly fast build really too much on this to get higher win rate. Defense/Crit Ignore Ok now I step a bit to skill part, but here's the thing, it's just so imbalanced. Mainly because skill tent to give you a static amount instead of increase by level. They are jsut so weak at low level and so strong at high level. Image, how broken they can be at lv 40? Passive You know what? They are not that bad, just MP suck. A long post in my opinion about balance and the root of it. I guess I will post the suggestion later.
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