Stabilis -> Why Skills Should Not Improve by Stats (4/11/2012 19:12:50)
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This is a short write-up about why I believe that that skills and stats should be kept apart. To begin, let us delve into the past life of EpicDuel. In the beginning, balance issues were small. Skills were slowly added, some not following the standards. One of these off-road skills was an "ultimate" skill... Supercharge. This skill was 3 hits improving by energy. Now, energy was truly only meant for skills, and ironically enough, this one skill improved by it. It had been very costly to PvP balance. Just check out this video: Chaos1x is OP The synergy of skill and stat, energy and Supercharge, lead to instant death blows via a stat improving skill. Strike 1. Later on, Auxiliaries were introduced for Support, damage is overall reduced, and we are approaching Beta. It is the hour of the heal loop. Tech Mages with Reroute, health, and Support rise to take on the classes once again. This time, not with aggression, but with an exploitable defence. Heal loop Tech Mage was an accomplished breed, successful via Support with empowered Auxiliaries and Malfunction for damage, and a constant ability to heal with Field Medic, looping their own Reroute. See this video: Epicduel =ED= Video Two: EDZeron Level 30 Battle Mage "Legend Killer" The synergy of skill and stat, Support and Field Medic, lead to near immortality with a reliable source of replenishing health. Strike 2. More recently, new classes have been released into EpicDuel. Just last year, Tactical Mercenaries ruled since the Delta launch in June for close to half of a year. How did they do it? Tactical Mercenaries with a large selection of Strike skills: Double Strike, Maul, Frenzy, and Atom Smasher, to top it off each skill grew in power with Strength. Even today Strength is predominant, still a major sight, seen in some of our Mercenaries, Bounty Hunters, Blood Mages, Tactical Mercenaries, and Cyber Hunters. A Strength Tactical Mercenary build was accomplished with Reroute, Strike skills, Strength, Health, and occasionally with Dexterity to back accuracy up. Immediately, Frenzy without the Support requirement and Reroute lead to a brutal heal loop via crushing power. Maul could be used to shorten battles down to an insane number of 2 turns in some cases. Watch this video: Epicduel The Power of Strength Tactical Mercenary The synergy of skill and stat, Strength and Striking skills, resulted in incredulous "strategies" that battered most if not all opposing players with only their Primary weapon needed in a minimal amount of turns. Strike 3. It seems we have encountered at least 3 considerable circumstances involving a close relationship of stat and skill. But we still play EpicDuel with it. I believe that we should no longer improve skills by stats as it truly only leads to exploiting builds. Stats and skills are both fundamental, to be able to play, all stat and skill points must be allocated. There is a grand window for imbalances to spring from, so I strongly suggest cutting this bond. Doing this would not harm creative thinking. We only have as many builds as we do stat types, and number of skills available. By cutting ties between stat and skill, there is always the possibility to create a Strength build or Dexterity build, simply there will no longer be skills that directly agree with our choices in stats. You can have a Strength build with a working Surgical Strike, would that not sound even vaguely original today? Please give this idea a chance everyone. Let us attack imbalances at the core, stop the overpowered statuses by rendering destructive skills unabusive! We can scale skills by level and cooldown, we can do it! Thank you.
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