liy010 -> RE: =ED= Balance Discussion Thread (4/29/2012 17:12:39)
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I still don't get your point. What you're trying to say is remove LUCK from all games. That means AQW - sure you can hit 245 now and next hit it's 321 but that's luck, therefore gambling. It makes no sense, luck does NOT equal gambling. Gambling is old Arcade - you pay Tokens and have a chance to win an item. If you lose then you lose, and you do it again. That's gambling, it ties with luck but luck is unpredictable in any case. Use a Stable weapon e.g. Unarmed and your Damage will be the same each time. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ahem, back on topic quote:
Yes, could you imagine getting up to 5 free counters every moment a player used Reflex Boost for example? They have cool downs, yes, but imagine 5 instances of negating all melee attacks when they could in fact be a Strength user and the Reflex Booster is a Support user, not a Dexterity user. Anyhow, because cooldowns are around the 5 turn range for counters and skill-induced counters disappear when the effects wear off, there would only be time for 1 counter due to cooldowns, so it would be OK. Yeah, I find this a bit unfair because then, the RB users can't do as well which would force people to use Dex builds hence, decreasing the value of Support even more. How about, when the RB fades, the opponent gets x amount of Block Counters quote:
50% you say? OK, I have a fun simulation for you. You are playing EpicDuel and you have a 50% chance to block your enemy. If you do not block him you will surely die. Except, you would need to have higher Dex than your opponent to get counters bring your chance up to 51% automatically. Now if you have a huge amount over your opponent and you place a counter, the max block chance (With SA) now is 50%. Add that to the extra 50%, Boom, you have 100% Next question. How would this work for 2vs2/Jugg? In Jugg, if is was both Players combined, the opposing would be too OP If not combined, the Jugg would be too OP In 2vs2 would it be Player A's Dex+Player B's Dex V.S. Player C's Dex+Player D's Dex? Or would it be Player A's Dex (Higher Dex than Player B) V.S. Player C's Dex (Higher Dex than Player D) In 2vs2, could you share the counters with your teammate? Like if you earned 3 at the start of the battle, could your partner use them? If so, would you have to apply it on him or could he use it at his own free will? Other Question(s). Could the counters only be used on your turn? Does it take a turn to apply the counter? If counters were implanted, how would SA/St.Patty's day Weps work? Would they give X amount of Block/Anti-Block counters? 100% you say? OK, I have a fun fact for you. Luck can happen at anytime. Heck, you can go out for a walk and right at that time, a plane carrying the world's money in the sky might be losing altitude. In order to stop from crashing, they throw out all the money. All the money lands right beside you. Instant Million Billion Gazillionare. Or, you could just be walking and suddenly, the plane crashes on top of you. Ever heard of "Wrong Place, Wrong Time"? I respect your great ideas and I'm not trying to put them down in any way but we need luck. Luck (Or probability) is a factor to our everyday world. You even learn it for Math in School. If we went a day without luck, Well, things like Casinos just wouldn't be possible now, would they? If we are taking out all sources of luck, we might as well implant a button in battle that looks at both your stats and figures out who will win. The battle is instantly given to that person. If so, epicduel would just be: Join battle, Click button, repeat. There would be no fun at all. That is all. I feel like I just wasted 5 min of my life.
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