toopygoo
Member
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a new item implication to overcome those really abused classes: the item would be a cape, and mainly for appearance purposes. I would have suggested implying this on bikes, and have 1 permanent, and free bike, but i also acknowledged they will never ever imply something like that. So basically, points are unlocked starting at level 10 and you get 1 per level until level 40, so by level 40, you have a total of 30 points to distribute. the item (for the sake of consistency, i will refer top it as your cape) has 6 slots: 1 for each class, to a total maximum of 20 points per a single class. what these points would do is increase numerous aspects of challenge if you opponent belongs to a certain class: damage taken, increased heal cost, energy regain efficiency, and initial rage and rage gain it decreases the damage dealt to you by X class, by 1 point of damage, for each point invested in that class it increases the heal heal cost by 50% of the points invested in that class (rounded up at 1 point, but down after that) decreases energy regain by 66.6% of points invested in that class (rounded up at 1 point, but down after that) it increases your rage by 10% of the points invested in that class it increases rage gain by 5% of points invested in that class This overrides damage minimums set by the system: if someone were to deal 30 damage to you, and you have a 5 point advantage to their class, they deal only 25 If your opponent has any points in your class, then the number of points you have against them effectively cancels out, so as not to aid heal looping in any way. For example i am a level 35 merc playing a 40 tech mage. I have 20 points invested in tech mage, maxing out my protection and advantage against them. the tech mage, as they are currently "most OP" (common opinion, not mine) wants to be balanced out and has 5 points against me. thus, the system acts as if i have 15 points invest into tech mage's class Whenever the mage deals damage against me, he will deal 15 points less then he otherwise would. if he has a level 1 heal, it would cost him 177 energy to cast the level 1 heal If he were to use battery, then instead of a max value of 362 energy regained, he would regain 352 instead the merc would start with 1.5 rage points, and gain rage at his standard rate + an additional 3.5% This wouldnt affect any luck based stats This wouldnt affect any stats already in the game, except give a slight boost to support, in the sense that it can also increase rage gain effectively, this would allow the player base to collectively nerf an entire class when they feel it is OP, instead of waiting for dev intervention. If perfect balance is ever reached, then players are most welcome to jsut set all stats to 5 (at level 40) and so the points would all cancel out, and the entire system would no longer be necessary. any thoughts?
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