Stabilis -> RE: =ED= Balance Discussion Thread (3/14/2012 14:01:44)
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Current Stat Attributes: quote:
Strength: Increases base damage range of Primary, Sidearm, and enhances certain skills. Dexterity: Increases physical defense, increases the chance to block, and enhances certain skills. Technology: Increases energy resistance, deflect, robot damage and enhances certain skills. Support: Increases base damage range of Auxiliaries, increases chance to go first, critical strike, and rage rate; reduces chance to be stunned and enhances certain skills. Suggested Stat Attributes: quote:
Strength: Increases base damage range of Primary, and rage rate. Dexterity: Increases chance to block, accuracy of Primary, chance to dodge (50%), accuracy of Sidearm (50%), accuracy of Auxiliary (50%), and accuracy of Ancillary (50%). Technology: Increases accuracy of Robot, base damage range of Sidearm, base damage range of Auxiliary (50%), and base damage range of Ancillary (50%). Support: Increases base damage range of Auxiliary (50%), base damage range of Ancillary (50%), and improves buff skills (Defense Matrix, Field Commander, Reflex Boost, etc). Defense: Increases physical defense. Resistance: Increases energy resistance. Luck: Reduces chance to be stunned, increases chance to stun, critical strike, chance to go first, chance to dodge (50%), accuracy of Sidearm (50%), accuracy of Auxiliary (50%), and accuracy of Ancillary (50%). Focus: Increases base damage range of Robot, and charge. 50% ► the highlighted attribute improves at only half of the normal rate (normal: attribute increases by 1% per 4 stat points/ 50%: attribute increases by 1% per 8 stat points) Dodge ► a ranged weapon can completely miss, comparable to blocking Charge ► the level of a Robot's special, the higher the charge level, the more effective the special will be 8 stat point are distributed each level. Ancillaries are a new weapon, and have been designed for Support to supplement a second source of outgoing damage as Sidearms have for Strength. They have one more turn of cool-down than Auxiliaries, at 5 turns. The Stat Progressions Steps towards further fixing balance: - Remove or Change Agility
- Agility was meant to control players who used both high levels of health and decent levels of damage output. I do not believe that high levels of health was as much of an issue as forcing Focus to work around 95 health at 45 equalized stat points for each stat. The health difference, but same damage meant that whoever had more health was more likely to win. The problem I would have to say was Strength's damage progressions. Also agility's role on rage. Rage can be calculated by the value of damage taken. Because agility can increase damage, agility allows players at high levels of health to accumulate rage faster. If you need my opinion please ask me.
- Remove or Change Encumbrance
- Encumbrance was meant to allow lower levels to compete with level cap players, and also to save on item costs, by allowing their weapons to be handled with only reduced damage. This is not enough, as stats themselves are not compromised. Lower levelled players are fundamentally more lucky, and they do not need weapon damage or armour points to administer skills improving with stats. Exploiting stats only becomes more of an issue with a growing player-base and new releases. If you need my opinion please ask me.
- Remove or Change Enhancements
- Enhancements were meant as a bonus to give players the opportunity to... empower themselves further. I find that this does null to help in the ongoing issue of stat exploitation. If you need my opinion please ask me (although Remorse would be more enthusiastic about this topic).
- Change Focus
- Focus was meant to benefit players who chose to balance their stats, and to add diversity to EpicDuel. I agree that this is a nice addition, however even Focus has issues. Because Focus is not it's own stat, it's own mechanics rely on all 4 of the basic stats. In this way it is very difficult for staff to determine the abilities of Focus when the present issue may lie on one of it's own foundations, Strength for example. I recommend highly to split Focus in making it it's own stat. This suggestion is indefinite.
- Remove Stat Requirements
- Stat requirements were meant as a band-aid to demote the use and exploitation of stat points. Requirements attack diversity by promoting only the present Focus dillema. If stats are imbalanced, fix the stats, and the wound heals completely. This is an indefinite suggestion.
- Remove Skill Improving Stats
- Improving stats skills were meant to give stats another meaning besides forming the character, an attempt at diversity. However, both stats and skills are fundamental concepts, and when they directly link, there is a power imbalance. For example, Tactical Mercenaries had used to own a Support improving Field Medic, Artillery, a Reroute to refuel these skills, and a regular Auxiliary to backup damage. When staff decided to stop improving Field Medic with Support, I absolutely saw positive changes. This is an indefinite suggestion.
A Cyber Hunter Repairs List: i) Steps ►Remove Plasma Armour [high priority] ►Remove Shadow Arts [high priority] ►Remove Malfunction ►Remove Cheap Shot [high priority] ►Remove EMP ►Add Conduction ►Add Plasma Aura ►Add Cyber Arts ►Add Blue Ruin ►Add Energy Shield [high priority] ►Massacre - becomes a Physical Ultimate for Cyber Hunters... - becomes an Energy Ultimate for Bounty Hunters (or you create a new Physical Ultimate skill for Cyber Hunters and Bounty Hunters. Malfunction and Conduction both synergize great power with Energy attacks, imagine ultimate attacks that work with the player's Primary.. the same applies to Bounty Hunters and Smokescreen) ii) Descriptions ▼Plasma Aura▼ If a user of Plasma Aura is struck by a Primary weapon, the attacker is dealt bonus shock damage. Plasma Aura will not reduce health below 1. Level 1: Attacker takes 1% of their total health in damage. Level 2: Attacker takes 3% of their total health in damage. Level 3: Attacker takes 5% of their total health in damage. Level 4: Attacker takes 7% of their total health in damage. Level 5: Attacker takes 9% of their total health in damage. Level 6: Attacker takes 11% of their total health in damage. Level 7: Attacker takes 12% of their total health in damage. Level 8: Attacker takes 13% of their total health in damage. Level 9: Attacker takes 14% of their total health in damage. Level 10: Attacker takes 15% of their total health in damage. Weapon Required: None Stat Required: None Level Required: replaces Plasma Armour Improves With: None Warm Up: 0 Cool Down: 0 quote:
ND Mallet brought to me a great point: what if a player exploits a defensive build to minimize their incoming damage and have greater outgoing damage (enemy hits you for 3 damage, and every turn Plasma Aura hits 10 damage)? I have devised my own little logic to combat this: during the enemy's attack---- attacknegate = player with Plasma Aura's Defense - enemy Primary damage + minimum Strength damage... if attacknegate <= 3: _____Plasma Aura = False Therefor enemies will not be shocked by Plasma Aura if their minimum Primary damage is the minimal value accepted... 3. ▼Cyber Arts▼ Passively increases the Primary hit rate and resistance to poison. Level 1: 1% increase to Primary accuracy and 10% resistance to poison Level 1: 2% increase to Primary accuracy and 15% resistance to poison Level 1: 3% increase to Primary accuracy and 20% resistance to poison Level 1: 4% increase to Primary accuracy and 25% resistance to poison Level 1: 5% increase to Primary accuracy and 30% resistance to poison Level 1: 6% increase to Primary accuracy and 35% resistance to poison Level 1: 7% increase to Primary accuracy and 40% resistance to poison Level 1: 8% increase to Primary accuracy and 44% resistance to poison Level 1: 9% increase to Primary accuracy and 47% resistance to poison Level 1: 10% increase to Primary accuracy and 50% resistance to poison. Weapon Required: None Stat Required: None Level Required: replaces Shadow Arts Improves With: None Warm Up: 0 Cool Down: 0 ▼Blue Ruin▼ Assail an enemy with 2 devastating strikes with the held Primary weapon. The player using Blue Ruin is charged with blue plasma. Energy Required: Level 1: 14 Level 2: 16 Level 3: 18 Level 4: 20 Level 5: 22 Level 6: 24 Level 7: 26 Level 8: 28 Level 9: 30 Level 10: 32 Damage Progressions: Level 1: 23% more damage Level 2: 26% more damage Level 3: 29% more damage Level 4: 32% more damage Level 5: 35% more damage Level 6: 38% more damage Level 7: 41% more damage Level 8: 44% more damage Level 9: 47% more damage Level 10: 50% more damage Weapon Required: Wrist blades or Sword Stat Required: None Level Required: replaces Cheap Shot Improves With: None Warm Up: 0 Cool Down: 2 ▼Energy Shield▼ Increases energy resistance for you or an ally during combat. Energy Required: Level 1: 12 Level 2: 14 Level 3: 16 Level 4: 18 Level 5: 20 Level 6: 22 Level 7: 24 Level 8: 26 Level 9: 28 Level 10: 30 Weapon Required: None Stat Required: None Level Required: replaces Malfunction Improves With: None Warm Up: 0 Cool Down: 2 [A Trans Suggestion] Conduction: Strike and reduce the enemy's Resistance. (Resistance does not affect Deflection nor skills, but generally determines Energy damage) Energy Required: Level 1: 14 Level 2: 16 Level 3: 18 Level 4: 20 Level 5: 22 Level 6: 24 Level 7: 26 Level 8: 28 Level 9: 30 Level 10: 32 Resistance Scaling: Level 1: Reduce Target's Resistance by 1 Point. Level 2: Reduce Target's Resistance by 3 Point. Level 3: Reduce Target's Resistance by 5 Point. Level 4: Reduce Target's Resistance by 7 Point. Level 5: Reduce Target's Resistance by 9 Point. Level 6: Reduce Target's Resistance by 10 Point. Level 7: Reduce Target's Resistance by 11 Point. Level 8: Reduce Target's Resistance by 12 Point. Level 9: Reduce Target's Resistance by 13 Point. Level 10: Reduce Target's Resistance by 14 Point. Weapon Required: None Stat Required: None Level Required: replaces EMP Improves With: None Warm Up: 0 Cool Down: 1 Static Charge: Static Charge currently improves in scaling to Primary weapon damage + Strength damage. This can be exploited by Strength users who only need Malfunction and Massacre to play without tactile thinking. It has become a high priority to me now to suggest an edit to Static Charge to restore the class to all balance. Here it is: Static Charge: A percentage of your Primary weapon's damage is added to your energy in a Strike. Energy restoration is unblockable, however damage is blockable. Cool-down has increased. Energy Required: 0 (No Cost) Conversion: Level 1: 33% of the Primary Weapon's Damage to Energy Level 2: 36% of the Primary Weapon's Damage to Energy Level 3: 39% of the Primary Weapon's Damage to Energy Level 4: 42% of the Primary Weapon's Damage to Energy Level 5: 45% of the Primary Weapon's Damage to Energy Level 6: 48% of the Primary Weapon's Damage to Energy Level 7: 51% of the Primary Weapon's Damage to Energy Level 8: 54% of the Primary Weapon's Damage to Energy Level 9: 57% of the Primary Weapon's Damage to Energy Level 10: 60% of the Primary Weapon's Damage to Energy Weapon Required: None Stat Required: None Level Required: 2 Improves With: None Warm Up: 0 Cool Down: 4 Questions? I will try to answer them. Comments? Feedback is appreciated. Suggestions? With enough reasoning, I will consider your suggestions and add them. You will be credited.
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