Lectrix -> RE: Second-Turn Compensation? (2/7/2012 2:45:07)
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This is a problem that all players have encountered at one point or another; to attempt to change it now would be to potentially change the way the entire game is played. Nevertheless, it is a problem that should eventually be addressed. We should keep in mind that any offensive bonus for the player who ends up with the second turn could be abused. Increased damage or an increased chance for a Critical Strike, just to name a few examples, will compel a player to use certain attacks that could overcompensate for having the second turn. On the flip side, second turn players preferring to use a defensive move will feel as if they are not taking advantage of the offensive bonus. A defensive bonus for the second turn player could also be problematic. If, for example, the second turn player received an increased chance to Block, the first turn player could bypass this by using an un-blockable attack or some sort of buff/defensive Skill. The third option (as of now, the ideas mentioned above all seem to fall into one of these three categories) would be to somehow weaken the first turn player on their first move. This is simple when it comes to offensive attacks, but becomes a problem if the first turn player decides to use a defensive move. It would seem unfair to weaken a defensive Skill -- say, for example, Energy Shield -- for the entire duration of three turns, and unnecessarily complicated to weaken it for a single turn. Of course, a certain Skill could be "locked" during the first turn; but what exactly determines which Skills are locked? For example, the Skills mentioned by Remorse earlier in this Thread could be locked for the first turn player; but this would give the second turn player a (possibly greater) advantage by allowing him or her to use said Skills first. And what happens when it comes to passive Skills like Deadly Aim? Should they be locked for a certain period of time as well? Finally, consider that players with Blood Lust are already losing out by using an offensive Skill with a full HP Bar; Blood Lust has no effect in this case. The simplest solution I've seen so far involves Rage: lessening the effect of the first turn on the first turn player's Rage Meter, and/or increasing the effect on the second turn player's Rage Meter. However, even this could be problematic when dealing with players who utilize high Support Builds. At any rate, they say that no idea is a bad idea. We could very likely find the solution to this problem right here on the forums. Keep posting!
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