zenix -> RE: favorite/ most hated class (11/4/2011 5:55:31)
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quote:
A high win rate tells you nothing about how good a build is because it does not reflect actual skill. It only refers to how many battles you have one. Correlation is not causation. Now if think that that Overpowered is when a build wins 95% of the time... you have no clue what they are talking about. You do not know what balance is, nor do you know how to fix it, and what the definition of significant balance terms are. A win rate does not reflect your skill nor the build you currently use. It does not reflect your build's power nor does it reflect how much money you spend on the game. It does not indicate yourself and/or your build being overpowered nor underpowered. It tells you nothing about balance logistics. It only roughly tells you how many times the RNG has worked in your favor. Luck factors are also abroad so your every move is gambled by the RNG, making it so you do not decide how a battle goes - The RNG decides that for you. And the RNG doesn't control just luck factors - It controls your damage rolls, your defense rolls, and your opponent's attack and defense rolls as well. Even static skills are affected by the RNG Because it generates a damage based on your damage range. It even decides what people you fight, and when you fight. Without 100% certainly of every battle factor, win rates do not tell us anything about how you play or how much money you've put into the system because we can only think of what you have done rather than what you have really done unless the person confirms this. And in any which, the person will not realize what that data means. A high population doesn't change how a class works. The skills have not changed and the stats have not changed. Only the amount of people has changed. Strategy may be different, but that does not change how a skill works with its stats and vice versa. A different application doesn't change the makeup of a build or a stat and skill. Lets take some statements to clarify things, without simply affirming "TLM class is OP". I played Tac Merc myself and experienced, what makes this class so strong. It all descends from the combination of 3 skills: Hybrid Armor, Smoke Screen, Reroute. Hybrid Armor: Assuming it is maxed and one has 42 dex, it gives 13 def. On top of dexterity. Many strength TLMs nowadays have about 70-80 dex. This gives them a solid block chance, a solid hit chance and high def. And in case they get smoked they can use their Assault Bot or simply... Smoke Screen: ... smoke themselves. Now also target has lowered hit+block. But the TLM still has Hybrid Armor, so they take less damage. If the BH wants to catch up, he/she has to spend a turn on shielding or debuffing - but then again, also the TLM can debuff. Smoke Screen btw is a vital part of the TLMs "tactics". Reroute: If the TLM gets EMPed in one way or another, every hit (respectively damage) taken returns Energy. This gives the TLM a good chance of turning the tide in his favor again. There are more supplementary skills like Technician and Frenzy. But the aforementioned ones make the TLM so "fat". Even the devs themselves (i think it was nightwraith) stated "the TLM, thats how a class should be". The problem is not directly that the TLM is "so well balanced". The problem is, that all other classes are badly balanced - except for the vanilla merc, maybe. Going through the skills, the simpliest solution for the TLM incident would be to replace Hybrid Armor with something more fitting. A remodded Reflex Boost (= dex boost without the little reroute) or Def Matrix. Or maybe even an additional attack skill. I think Hybrid Armor replacement would be the most vital rebalance that could be done to clear the sky of trouble, because upgrading 2 til 4 other classes would take tons of time, testing and patience. Of both: the devs and the comm.
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