Ranloth -> RE: =ED= Balance Discussion Thread (2/4/2012 4:29:03)
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I feel like posting here again but with more lengthy post, which I first sent as PM to someone but wanna share it! Sorry if it's quite complex but I had to go into detail.. .__.' Firstly I'll go with Cyber Hunters which currently are on the top of the food chain. I remember suggesting to change Static into BL but for Energy which will be advantage for all builds and they can all take advantage from it, as BL works for all items not just Primary. This means Dex builds will still be used but less often because it won't be all about Str and Dex builds (CHs) but there can be bigger variety. At the same time, their defence will go down as they won't need as much of it (unless it's their own choice) which will reduce the amount of Tank builds between CHs which are currently nuisance for everyone. Also SA, which is currently their best friend for staying untouchable, I know CH is themed into Tech'y Class which is let's say crossover between BHs and TMs so I suggest dropping SA to reduce tankiness and replacing with Assimilation: reason for that is lower regen from BL will reduce their Massacre/Heal loop and Assimilation might help them gain some Energy back and give big strategical value! It isn't all about Str builds which are abused in almost every class so this might really change how CHs would play and make them more balanced! :) Prime example of if these were considered would be stop of infinite Massacre because you would either have to Malf and Massacre or train Energy in order to get some space for heal in quick fights, a bit different in longer fights where more EP could be regenerated. Another issue on top of my head is the blocking. Currently formula is "Block Chance Adjustment = (Defender's Dexterity - Attacker's Dexterity) / 2". We have 10% fixed to add for adjusted blocking chance and it cannot fall below 4% (overall blocking). Going by 3 examples here: 80 Dex build vs 50 Dex & 110 Dex build vs 50 Dex & 100 Dex build vs. 20 Dex (smoked, about -30 Dex) (both Tanks against normal'er build (Str/Support/etc)). First gives 25% chance to block, second gives 40% chance and last one is 50% chance to block. That is for Defender, now attacker on given examples has: 4% chance, 4% chance and again 4% chance. Isn't that quite unfair? Luck plays a role there that our unlucky person will block a lot but it isn't really fair how low it is even if luck didn' play a role in it. I have suggestion of Dex giving "Dex/2" chance to block the attack. That means 100% chance at 200 Dex but it isn't everything - opponent has same chance to hit you "Dex/2)" which is simply Bonus to Hit. Using above examples again but with the suggestion, defender has: 40% chance to block, 55% chance to block and 50% chance to block. Our attacker has 25% chance to hit on both scenarios and 10% on the last one. Now what we do is take chance to hit away from Defender's chance to block: 15% chance to block, 30% chance to block and 40% chance to block! This really makes more sense as it doesn't involve as much luck anymore and it has a purpose. Equal Dex builds will have probably near 0% chance to block which isn't that fair but that's why there are Dex rising skills or Def/Res which will lower the damage drastically and even though you get hit, there's still chance to miss even by little difference in Dex but not big. It's really a lot better than current formula because there's less luck involved in fixed 4% chance to block (it's gone) and Dex has more of a purpose to be actually trained. Also even with basic Dex; not trained at all, you will never truly have 100% hit/block rate because it will be capped at 100% (so 200 Dex, this would be serious abuse of one stat) and cannot go beyond. Not important but still good point - changing "Going First" formula would be very appreciated. Players understand that lower Lvls will have bigger chance to go first to make it a bit more fair but when it's 1-2 Lvls difference or same Lvl, Support does too little to raise your chances. Players find themselves, Support builds, going second with players with very low Support and of same Lvl if not higher. Unfortunatelly I have no idea on how it'd be changed but simple solution that came to my mind is giving, per Lvl difference, 20% chance to go first up to 100% at 5 Lvls difference; there's another step to it which would be Support - seeing at it improves every stat by little, it cannot be overpowered so making "Support/5" chance to go first would be somewhat balanced in my opinion. If we take non-Support build vs. Support build (30 vs 100 (example)), that means 1st player gets 6% more chance while 2nd player will get 20% chance to go first. If we take 5 Lvls difference: 1st player (5 Lvls lower) has 100% - 20% + 6% = 86% chance to go first while 2nd player has 20% chance to go first. Now if we use same stats as before but same Lvl, this gives 6% chance to go first and 2nd player gets 20% chance to go first. It doesn't seem quite right really but I'm just trying to give suggestions here - perhaps putting fixed rate there or RNG (Random Number Generator) would fix the numbers as mine really is low! ^^ Also about bots! They, are quite strong at the moment. Assault Bot and Heart Borg in particular. As we know, Yeti's special is only useable once per battle. Would changing these 2 bots to once per battle help in the end? In those really long fights, both bots can be used at least twice which gives advantage; even too big if non-Varium.. Giving it only once per battle would make the choices perhaps more wiser as you could not use it again. Perhaps slight change could be good as well. 80% is quite a lot, whether it's Assault or Heart Bot. About 65-70% would be better. Yes it isn't a lot less but they are Varium which is slight advantage. Lowering it by even that 10-15% is still improvement, with Borg in particular which can debuff Energy Shield/Matrix - there 10% with high Matrix is 3-4 Defence, more as we raise % taken away. Not much but it's 3-4 less damage taken per turn, and so on. Lastly I want to ask if having Guns improved with Dex would be good? Having Str improving 2 weapons at the same time isn't fair because it favours Str builds a lot. Could improvement with mostly Dex (let's say 80%) and rest 20% to be improved by Str be actually considered? Str builds would have to actually invest in Support or Dex to raise Aux or Gun damage which brings their damage down done with Primary and makes them less abuseable. (greenrain13 suggested it first IIRC) I re-added Bots suggestion here, wasn't sent in original PM. :P But anyway, I would like to see people's view on it. Formulae suggestions might seem simple but it's just an example.
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