Ranloth -> RE: =ED= Balance Discussion Thread (4/14/2012 13:39:12)
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Reserved for my suggestion post, as always. :P 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. Scaling by Focus is much better - surely you don't like seeing Str-abuse with Azrael Bot whilst having Focus 1 or 2 and taking away 80% of your buff + have really high damage, no? Focus 1 - 15%, Focus 2 - 30%, Focus 3 - 40%, Focus 4 - 50%, Focus 5 - 60%. It's much better that way as currently buffers and nerfers serve no purpose as you're most likely to have them debuffed thus wasting a turn and Energy which is important for some classes. And it actually makes Bots balanced, as they aren't supposed to give you so much power without any effort put into it (stats). 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't play a role in it. I've thought of different suggestion on changing the fixed and minimum blocking rate which favours training Dex but not to the point where it's abused because it carries a penality - the higher difference, the higher penality will be. I allowed myself to use Excel here and posting a picture of few different scenarios with differences and last one being either abuse or using Reflex Boost of BH's/BM's skill tree at high Lvl + high Support: http://i43.tinypic.com/2h35reo.png Yes I've made Dex decay as the difference is bigger to lower the defensive capabilities of it + make it less abusable for different skills or builds that do take advantage of having certain stats at (very) high level. Now onto explaining it: Fixed blocking rate is DEX/10. It's used to add onto total blocking AND is used as minimum. So rate isn't fixed like it is now but allows you to get better blocking (even when your Dex is a lot lower than enemy's, you get higher chance at least and it's fair) and slightly compensates for the decaying at bigger differences (you can see penality (penality = DEX*whatever the difference is on the table there*) getting almost to 1/2 of DEX so makes sense). Blocking is simply DEX/2 (after accounting penality). Total blocking is a bit different - you take a total and take it away from your enemy's (so 1st scenario is 51.17647% - 30%) and it gives the final value in "total blocking rate"). As you can see, as DEX gets closer to your enemy's, player with 100 DEX has even lower block rate as the enemy is catching up with the player (DEX wise) which clearly makes sense. Seeing as player with lower DEX has lower blocking, in effect it should go below 0% chance (cannot block), I've made fixed blocking in place depending on DEX now - not luck. On 100 vs 90 scenario, you can see how both players are close and it's only 1% apart. Simply but, 100 has 91% chance to hit while 90 has 90% chance to hit. Mercenaries: After Mercs have lost Blood Shield and HA change, they got +6 Def and Res as their only mean of defence. They have no other way to boost their defence in any way due to Adrenaline taking place of BS. I suggest Hybrid Armor to be put back to its old state - +12 Def or Res. It's crucial as they cannot defend effectively against neither of them with current HA whilst old one might prove it better, especially that BS is gone. If class mainly focuses on Physical attacks, current HA has no use due to +6 going to Resistance and you could have much better use of +12 Def instead and if, let's say TMs, focus on Energy attacks mainly then taking a turn to put HA to +12 Res is good compensation as stat buffer - Energy Shield - is stronger but costs EP and fades, but as HA is passive then its lower Res compensates for being passive. It'd be much better that way as TLMs have Mineral Armor - +12 Defence - and Blood Shield on Tier 2! They get access to Resistance immediately if they want to get to Tier 3 skills other than FC, whilst Mercs had no other choice but go all the way down to Tier 4. So TLMs have +12 Def and BS at their disposal without much effort and Mercs get split HA for +6 Def and Res & no other defensive skill? I'd say Adrenaline needs looking at as well. It's quite useless in 1v1 and the Balance Team has said that if it doesn't do well, you will buff it. Perhaps making Adrenaline reduce enemy's rage by whatever it is at your level? So at Lvl 10, it gives you Rage 20% faster and you could make your enemy get it 20% slower too. In 2v2, it could be tougher but you could just split the effect of reducing between the two so 10% less each, unless there are 2 Mercs so they'd stack to maximum of 20% each on the enemy. Next up is Atom Smasher. At Lvl 1, it's already deadly due to improvement with Str (higher damage = higher EP drain) so I'd suggest making it based on weapon's damage only and ignoring defences but 80%, nothing else. Keeping %s the same but take away stat damage, so if weapon does 34 damage, enemy has 25-30 Def/Res, and Atom drains 60% then 17 Energy. Currently with decent Str build + Lvl 1 Atom Smasher, it can drain a lot of EP. Yes it can be blocked but drain is variable at different ranges and can prove to be better than EMP. Lastly I'd like to suggest a re-arranged Merc skill tree found here: http://i45.tinypic.com/zairp.png With this skill tree, you can get to skills you want much easier. Of course, SS needs Berzerker and Bunker before you can get it but you can do Bunker + SS build with high Energy. Atom is now easier to get and so is Adrenaline; not literally easier but it gives you better choice to create other builds instead of old skill tree. I've also taken FC + Multi idea from TLMs as it seems quite good. But main point is - you can make builds quite easier now as you aren't restricted by having useless skills you won't use. SS build need Bunker and Zerker as I said but you don't have to use them, although Bunker can be used as life-saving skill if you even have it at Lvl 1 with Tech build for SS. There's simply much bettter synergy between the skills and allows you to get better builds without wasting points elsewhere. Tactical Mercenaries: Passive Armors - only classes who should have them is Mercs and TLMs; they are unique for them only TLMs were OP'ed for long time, got their nerf and they are balanced so far but are you sure? It has passive Armor and Energy regen which is fine, but passive Armor seems to kinda make it still a bit strong with their skill tree. One suggestion for them is taking out Mineral Armor competely and replacing with current Hybrid Armor of Mercs. Why should TLMs get brand new Armor while Mercs have old one? All evolved classes have first tier of skills the same (but CH with EMP, not my point) and making it +6 Def and Res would be perfect for TLMs and would balance them out even further. Although it's just a suggestion, it could be good but it's all in the air unless we know how strong FC will be in terms of being useful and if Technican can be back. You will say it's a nerf. No! FC is useless right? It will be revamped once they get to Merc class and also work on Intimidate which is a buff to BMs as well which they need a bit. Once FC is fixed, TLMs will be even further balanced. Also this will tie in with my Bot suggestion as if you get FC debuffed at current state of bots, it's pure useless just like most of buffers. Although BloodShield could go, Technican can be put back because it was making Smoke too strong and provided too good synergy with some skills. Now there's no Smoke so it makes sense to put it back + SS build would have a bit better chance as you could boost it a little and defend well. Liking it so far? Next up is Atom Smasher. At Lvl 1, it's already deadly due to improvement with Str (higher damage = higher EP drain) so I'd suggest making it based on weapon's damage only and ignoring defences but 80%, nothing else. Keeping %s the same but take away stat damage, so if weapon does 34 damage, enemy has 25-30 Def/Res, and Atom drains 60% then 17 Energy. Currently with decent Str build + Lvl 1 Atom Smasher, it can drain a lot of EP. Yes it can be blocked but drain is variable at different ranges and can prove to be better than EMP. Bounty Hunters: SA has always been a luck-based skill but may not have provided enough benefits for its cost - requirements but also placement of the skill. To slightly buff it up, note that BHs could use small buff, I suggest adding +1% Connect per 2 Levels. Remember that Connect only applies on Strike so skills like CheapShot would not be affected as it's a skill, but SC of CH's would be affected by it - it's a skill but costs no Energy but can give it back + has no other boosts so this SA change would also benefit CHs if they were to get their old skill-tree back as well as provide them with small boost. Lastly BHs due to limited Energy, will rely on their weapons more rather than skills due to no Reroute so chance to Connect on Strike would benefit them especially with BL/SC which is key skill of their skill-tree. I want to keep SA still a luck-based skill so this is quite a good way to slightly buff the skill up and also the class a bit! :D EMP with high Tech and even low Level can be quite deadly, or even an overkill, for any build - with Reroute or not & high EP or not. I suggest taking the Tech-improvement away and make it scaled by level + have fixed ranges. So you have to train it to drain more EP instead of now. Numbers would be lowered down as well to match those of Atom Smasher or a bit lower as it's unblockable unlike Atom. Cyber Hunters: Now CHs! Firstly I'll suggest new skill tree, not much different and people will like it: Heal - Cheap - Matrix
Tech - Static - EMP
Multi - Condu - Stun
Venom - Mass - SA Static Charge returned to former glory, before all the nerfs to it but ignoring defences just like it should. Stun Grenade is same as they have now, not BH's version. Although if Plasma Armor is going to stay, I have slightly different approach instead: Heal - Cheap - Matrix
Plasma - Condu - PCannon
Multi - Static - Stun
Venom - Mass - SA Static Charge slightly improved (max. 35%) due to EMP being gone and being Tier 3 skill instead. Conduction using Tier 2 version which is weaker for obvious reasons and they already have Plasma Armor so it's good enough. Also weaker Conduction is to replace Malf which with Plasma Armor, gives you deadly Res and 25% deflection rate unless you have Assault Bot which isn't really fair to have it both. This applies to Tier 2 AND Tier 3 version. Plasma Cannon replaces EMP so prevent looping but also give them an unblockable attack apart from Multi and Mass which is an Ultimate. It fits the theme and gives them more variety if used properly. Conduction is new skill replacing Malf. Malf and Multi provide great synergy with their Skill Tree already which is why I decided to change it slightly, original idea was mine but Void gladly helped me to improve it which is great! :D Conduction affects only Resistance alone, not Tech which affects deflection rate and skills, which give CHs a great advantage in fight. Also why can't CH be unique and have new skill as well? Here's how it works: Tier 2 version Energy Required: 10 + 2 per every Level after Level 1: Reduce Target's Resistance by 1 Point Level 2: Reduce Target's Resistance by 2 Points Level 3: Reduce Target's Resistance by 3 Points Level 4: Reduce Target's Resistance by 4 Points Level 5: Reduce Target's Resistance by 5 Points Level 6: Reduce Target's Resistance by 6 Points Level 7: Reduce Target's Resistance by 7 Points Level 8: Reduce Target's Resistance by 8 Points Level 9: Reduce Target's Resistance by 9 Points Level 10: Reduce Target's Resistance by 10 Points Tier 3 version Energy Required: 14 + 2 per every Level after Level 1: Reduce Target's Resistance by 1 / 2 / 3 Points Level 2: Reduce Target's Resistance by 3 / 4 / 5 Points Level 3: Reduce Target's Resistance by 5 / 6 / 7 Points Level 4: Reduce Target's Resistance by 7 / 8 / 9 Points Level 5: Reduce Target's Resistance by 9 / 10 / 11 Points Level 6: Reduce Target's Resistance by 10 / 11 / 12 Points Level 7: Reduce Target's Resistance by 11 / 12 / 13 Points Level 8: Reduce Target's Resistance by 12 / 13 / 14 Points Level 9: Reduce Target's Resistance by 13 / 14 / 15 Points Level 10: Reduce Target's Resistance by 14 / 15 / 16 Points It does NOT improve with any skill, these are fixed numbers. And it does NOT stack with Malf at all. You will argue it's weaker than Malf as it doesn't affect stats but -16 Res is equivalent to about -60 Tech on Malf which requires very high (abusive) Support build and also maxed to even get there. That's with neglecting all other stats for Malf to be as high which affects your deflection rate (higher) and enemy's falling down as well as debuffing some of their skills. Since abusive Malf is harder to get and affects all the stats, these numbers for Conduction are a bit better than Malf with the same Energy cost but don't affect any other stat but Resistance which is good enough. These numbers should be equal to the same Level of Malf with moderate Support at lower range (depends on your Level and skill's) and gets better than Malf (Res-wise) when it hits just Lvl 4 and starts to dominate over it. The requirement would also be Technology which is most suitable stat for 2 reasons - it enhances Stun Grenade and Energy Shield which aren't pure offensive skills and cannot give you damage advantage in fight. If we go by PA suggestion, it gives them better damage for their Cannon so it goes together quite well. You know people why CH were underpowered before? Because TLM was too strong and every class felt that way, now see what happened because of it? If TLM is balanced, surely old CH can do as good now? Next we have EMP; with high Tech and even low Level can be quite deadly, or even an overkill, for any build - with Reroute or not & high EP or not. I suggest taking the Tech-improvement away and make it scaled by level + have fixed ranges. So you have to train it to drain more EP instead of now. Numbers would be lowered down as well to match those of Atom Smasher or a bit lower as it's unblockable unlike Atom. Tech Mages: Due to the OP Caster builds that are dominating Delta V as well, I thought of requirements for skills that will bring their power down, or to be more specific - ability to abuse one stat and not get penalized for it. Support - Reroute; currently it's Tech which is main stat of most of the TMs so there's no point having it there, and TLMs usually will have higher Tech as well to go with Mineral Armor. Support benefits TMs by Matrix and Malf while for TLMs it's just Multi but having 42 Support requirement at Lvl 10 is not too much as many players go for Lvl 7 which is just 36 Support. Chances are, your equipment will have similar requirement anyway but yet, it brings abuse down. Strength - Super Charge; currently it's Dex. Seeing as TMs have no passive Armor, it's obvious they will invest in Dex a bit so it won't kill them to invest 42 Str at most at Lvl 10 SC. Seeing as just Malf has Strength requirement, which is already low - being max of 38 Str whilst many TMs and CHs go for Lvl 5-7 then it's 28-32 Strength which is very small amount. CHs would not mind that requirement as their SC depends on damage and they are likely to invest more in Strength while TMs that use Caster builds (Plasma and SC) don't need Strength. If a player decides for Malf + SC combo then he needs to train Str a bit, so that won't kill them either! Blood Mages: I thought of it while thinking on how to make BMs not just Str-oriented which restricts your build a lot so this was quite a good way to make it work. *you can find it in Void's post as well on 1st page* Blood Shield: Sacrifice your health to activate an energy shield for you or an ally. Energy Required: 0 (No Cost) Conversion ( Progression depends on character level ): Level 1: 4 / 5 / 6 Health transfered to x2 Resistance Level 2: 5 / 6 / 7 Health transfered to x2 Resistance Level 3: 6 / 7 / 8 Health transfered to x2 Resistance Level 4: 7 / 8 / 9 Health transfered to x2 Resistance Level 5: 8 / 9 / 10 Health transfered to x2 Resistance Level 6: 9 / 10 / 11 Health transfered to x2 Resistance Level 7: 10 / 11 / 12 Health transfered to x2 Resistance Level 8: 11 / 12 / 13 Health transfered to x2 Resistance Level 9: 12 / 13 / 14 Health transfered to x2 Resistance Level 10: 13 / 14 / 15 Health transfered to x2 Resistance Warm Up: 0 Cool Down: 2 So going by that, 1 HP = 2 Res simply. We want to keep same HP cost as it is because BMs can get HP back via BloodLust which provides great synergy. Seeing as Energy Shield costs Energy, it's hard for BMs to play defensively with limited Energy, and also Reflex costs Energy too which makes it even harder in some situations. At Lvl 10, you could get up to 30 Resistance (depends on your Lvl) by spending 15 HP for 3 turns only. If you look at EShield/DMatrix, they can do that as well at high Lvl or with high Support but you have to pay Energy instead which is not possible to regenerate for BMs. Cooldown is also lowered to 2 turns because it lasts just 3 turns - before it lasted 5 turns and cooldown was 4. Main reason this is stronger is lower duration of the Shield, therefore we could increase power significantly and it could work for BMs quite well. This could perhaps open possibility for other builds than just Str because BL works with every weapon, not just Primary so you could go for a Tank and use Tech for Plasma, or SC build with BL and BS. Dex improves SC so your weakness would be whichever was lower and you could fix it by using BS. Void's say on the skill: Blood Shield is optimized for Blood Mages because of the lack of energy, and the mutuality between it and the skill already owned... Bloodlust. Energy Shield is powerful in itself, however Blood Shield is not phased by EMP, allowing more proficient use of other assorted skills that use energy, such as an attack skill like Fireball. This skill does not make the Blood Mages overpowered as it costs both health and a whole turn to use, while not inflicting damage. To make up for this, Trans decided that the added Resistance be a higher value, twice the amount in Resistance in ratio to health. (ND Mallet's suggestion) To reduce amount of Str-abuse, aka, Fireball+Gun+Zerker combo, he suggests removing Berzerker for Bludgeon from TM's skill tree. This will reduce power of Str builds without making them UPed, still give them strong attack to use but with less power, lower EP cost and unfortunatelly locked to Physical which shouldn't be that much of a problem. If it misses, then the EP cost ain't as heavy as Zerker so you can think of alternative strategy in case it misses or try to use Bludgeon in a different way - not train it to max but perhaps Str+Tank combo so you can have good attack as well as defences. It may tie in well with my BS suggestion which doesn't cost EP to use thus giving more option to BMs. Will be implemented. Buffers and nerfers: Currently buffers take a turn and do nothing while nerfers debuff you + attack at same time. Would perhaps striking with buffers OR smoke to be applied only so no strike, be better? As currently it's a wasted turn while nerfers get an advantage, on top of it if you debuff a nerfer then that's another turn wasted and even more damage taken. I'd go for nerfers being applied without a Strike and keep buffers how they are. If one attacks while other has to wait then the attack one is not fair as it gives same thing but nerf + damages you. And also, if Bot's debuff were to be reduced to about 60%, nerfers did not attack just like buffers but apply the effect, this could make some buffers a lot more useful. But also if you attack someone with buffer on (Dex/Tech buffer) and use Smoke, you technically debuff them and get even higher increase in Rage which is quite the advantage as you still striked which dealt damage. Heal: Support has been severly weakened after deflection was taken away along with Heal improving by Support and now, it's one of the worst stats around when compared to others. My point is that small buff to Support would be making Heal improve by Support again! Not fully by Support, keep it how it is and improves by let's say 1HP/7-8 Support, and that's a buff for all Support builds as well as stat itself which needs a buff - I hope Team also remembers that they made a promise to buff it up after deflection was taken away?
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