Stabilis -> RE: =ED= Balance Discussion Thread (4/29/2012 23:21:33)
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Question: Why Warm-Up? I mean, by 4 turns, most Mercs, BM and BH have already drained all of their Energy making Frostbite Useless Question: If say, I used a Frost Counter. Do I have to Strike to activate it or can I Static Charge? Question: According to your logic, All stuns always stun. Here, you mentioned that the Energy and Damage would be increased/Decreased. With a Sidearm however, using a STR build it would do good Damage and stun. The stun guns are 5% so that's 1/6 of the chance of a Grenade. We can't have stun gun be a 100% stun...That's all I'm saying. Question: The things you mentioned could apply for Weapons but what about Armors? Do they also have to have Warm-up? I think it'll be ironic if they do. I placed warmup on the equipment counters in haste because I saw that stun was included (can reduce a battle to 2 turns), and that unstoppable attacks (Jack-o-Fire for example, having increased damage). When I think about it, stun should the same cooldown, but I can lower it for Thorn Assault and Jack-o-Fire because techically all weapons would hit if counters were excluded. For Frostbite though? Hmmm, I would have reduced it's warmup, but imagine Frostbite on the first or second turn, Bounty Hunters, Mercenaries, and Blood Mages could possibly have their skill strategies ruined while the other 3 classes could restore that same energy back, so that would not be fair. For Frostbite it is going to to have to be a 4 turn warmup so that the 3 classes can perform their available skills up to an ultimate skill. For the equipment counters, they will be able to be activated by any weapon. So you can activate Frostbite with a Strike or a shot. Yes, all stuns always stun unless a stun/anti-stun counter is available via having a stun advantage. So any player with decent Support would not have much of a problem dealing with stunning. 'v' Oh no, no, I plan to place greater limitations of the stun guns' ability to stun because their rate is so low. Warmups and cooldowns will be used accordingly to manage the effectiveness of a stun gun. Right now I have the stun guns be able to stun a maximum of 2 times every 5 turns approximately, ONLY by using the Sidearm (and that means the Sidearm cannot be in cooldown to use the stun gun stun. If you spot anything else about this specifically do tell me. Counters for armours, like for weapons, would boost the player in a similar fashion. Think of a counter on an equipment like a potion in other games. Some NPCs sell basic potions while some sell mastered potions. Even though armours would not cause Curse or Frostbite upon being stricken, think of the power of the counter being proportional to how good the equipment is. quote:
Personally, I have had enough of gambling my fate in EpicDuel. If I have a massive Support advantage then I should be the one who has control over the influence of Support. Vice-versa for enemies who have the same advantage over me. I am suggesting that "luck" is no longer a gamble but instead something strategic in each and every one of our EpicDuel battles. How this would work is that we play using counters of stat-specific battle mechanics like blocking or going critical. I will upload a poorly drawn diagram eventually to help express the idea. For Support's case, first turn is a once per battle occurrence, so I recommend that whoever has the highest Support stat total should go first... guaranteed. Support also manifests critical hits and stun resistance, and these would occur more than once. So now I will introduce this idea of counters. Counters are the number of charges which an ability can be used for. If I have 5 critical hit charges, I can then choose to critical hit a maximum of 5 times. I would have calculated these counters by simply the number of stat points, but then there are no real benefits to using Focus... or having 2 equally Support savvy players critical hit 10 times under their control (easily exploitative). So, these "counters" would be calculated by the difference in stat points between opposing sides. I was thinking of a progression like: 10+ Stat Difference: 1 Counter 20+ Stat Difference: 2 Counters 30+ Stat Difference: 3 Counters 40+... etc, etc All the way up to 50+ difference in stats at a maximum of 5 counters. I was going to use disintegration/decay in the progression, but that surely only benefits Focus in the end, right? So no favouritism. The mechanics of counters run like this: A player with 5 critical hit counters in a battle can use all 5 of his/her abilities to go critical within that battle. There are limitations however (like calculus), as to how quickly each counter can be executed. We do not want anyone spamming critical Robot Strike, critical Auxiliary, then a critical multi skill. What do you think this is, today's EpicDuel? Even Nightwraith's NPC is complaining about luck, what's going on there? So... we will use cooldowns! Hurray! Yes, cooldowns on counters for each event in which they are used. For example if I have 3 critical strike counters and use one for my Sidearm, I must wait approximately 5 turns before using another critical strike counter. I would consider having a 1 turn warmup for every counter ability as well. Who wants to have their first turn Bludgeon blocked, or be critical hit for half of their total health on the first turn without being able to prepare in advance? If we warmup for one counter like critical strike, we must warmup for all counters, it is only fair. Further details of the mechanics: Some flags were raised in my head when I though about duration. What if you have a block counter up but your opponent does not Strike you?! I would have the block counter remain in play for as long as the opponent does not Strike or use their Primary weapon, and then activate and exhaust the block counter when they do use their Primary. Counters can stack, so when a player uses a block counter when one block counter is already in play, the player is guarded by 2 block counters. Counters will not be visible to opponents, so anticipating and foiling one's use of counters would be intelligent, but very very aggravating for the player who was fooled. Counters do not effect "ultimate skills". With a brief explanation on my part, boosting the effectiveness of something "ultimate" would make it godly then, no? And godly skills would be game-breaking for PvP balance. That's right, you will have to live with ultimate skills not being affected by critical strikes, is that OK? I would somehow eventually include unstoppable attack skills to be vulnerable to this revised system of "luck". For example, Fireball or Plasma Bolt has great damage but cannot be blocked or deflected. Well, if it cannot be blocked or deflected, it should not be able to go critical! Fair enough? And about skills that already include critical chance and stun chance. The critical and stun chance are now guaranteed. I would simply reduce their damage (they even do well in today's standards, just look at Tactical Mercenary's past Strength builds that included Maul). Reduce the damage and guarantee the "luck". I have forgotten some of my other topics... But please, do comment, question, and feedback your thoughts to me! If anything is wrong, I want you to tell me (constructively as best as you can), and I will make amends! Thanks for reading! quote:
Personally, I have had enough of gambling my fate in EpicDuel. If I have a massive Support advantage then I should be the one who has control over the influence of Support. Vice-versa for enemies who have the same advantage over me. I am suggesting that "luck" is no longer a gamble but instead something strategic in each and every one of our EpicDuel battles. How this would work is that we play using counters of stat-specific battle mechanics like blocking or going critical. Update: I am 50% through finishing the picture diagrams. For Support's case, first turn is a once per battle occurrence, so I recommend that whoever has the highest Support stat total should go first... guaranteed. Support also manifests critical hits and stun resistance, and these would occur more than once. So now I will introduce this idea of counters. Counters are the number of charges which an ability can be used for. If I have 5 critical hit charges, I can then choose to critical hit a maximum of 5 times. I would have calculated these counters by simply the number of stat points, but then there are no real benefits to using Focus... or having 2 equally Support savvy players critical hit 10 times under their control (easily exploitative). So, these "counters" would be calculated by the difference in stat points between opposing sides. I was thinking of a progression like: PROTOTYPE 10+ Stat Difference: 1 Counter 30+ Stat Difference: 2 Counters 50+ Stat Difference: 3 Counters [MAXIMUM] OR ADVANCED 10+ Stat Difference: 1 Counter 20+ Stat Difference: 2 Counters 30+ Stat Difference: 3 Counters 40+ Stat Difference: 4 Counters 50+ Stat Difference: 5 Counters [MAXIMUM] The mechanics of counters run like this: players initially receive all of their counters at the start of a battle players may use as many of their counters in a battle that they have using a counter does not take up a turn, and may only be used on the player's turn stun resist counters have 1 turn cooldowns, deflect counters have 2 turn cooldowns, block counters have 3 turn cooldowns, and critical counters have 4 turn cooldowns all counters have a 1 turn warmup counters remain in play until they are used counters can stack, 2 block counters at once means that the next 2 incoming Strikes will be blocked counters are not visible in battle to other players counters do not effect any skills counters only affect weapons (Primary, Sidearm, Auxiliary, Robot) skills that go critical (like Bunker Buster) are now guaranteed, however, their damage must be reduced, energy costs raised, and their cooldowns raised (reasonably) skills that stun (like Stun Grenade) are now guaranteed, however, their damage must be reduced, energy costs raised, and their cooldowns raised (reasonably) all skills cannot be blocked, deflected, or go critical anticounters are temporary counters that initialize when a nerf (Smokescreen, Malfunction) or buff (Reflex Boost, Technician) skill is used. Anticounters only last for as long as the inflicting skill does anticounters do not destroy normal counters block anticounters, are created by Reflex Boost that creates 1 temporary block or Smokescreen that creates 1 temporary anti-block counter. Anti-block counters temporarily prevent the target from using 1 block counter until Smokescreen wears off or is used to negate 1 block counter. Reflex Boost gives 1 temporary block counter that is removed when Reflex Boost wears off or is used to block 1 Strike. If the target has 2 block counters stacked and 1 anti-block counter, 1 block counter will be negated (temporarily), and the other counter used to block a Strike. If an anticounter interacts with a block counter, the anticounters will disappear but normal counters will not (the anticounter overrides 1 counter) deflect anticounters, are created by Technician that creates 1 temporary deflect or Malfunction that creates 1 temporary anti-deflect counter. Anti-deflect counters temporarily prevent the target from using 1 deflect counter until Malfunction wears off or is used to negate 1 delfect counter. Technician gives 1 temporary deflect counter that is removed when Technician wears off or is used to deflect 1 shot. If the target has 2 deflect counters stacked and 1 anti-deflect counter, 1 deflect counter will be negated (temporarily), and the other counter used to deflect a shot. If an anticounter interacts with a deflect counters, the anticounters will disappear but normal counters will not (the anticounter overrides 1 counter) specialty weapons (celtic weapons/azrael weapons), now give 1 counter to the specific mechanism (eg, Azrael Bane gives 1 critical counter, Celtic Cleaver gives 1 anti-block counter) for this to work in 2v2 and in Juggernaut, the highest stat of the players of 1 side are compared to the highest stat of the players of the other side (eg, Team1A has 40 Support, Team1B has 70 Support, Team2A has 60 Support, Team2B has 20 Support... Team1B's Support is compared to Team2A's Support, and Team1A's Support compared to Team2B's Support) But please, do comment, question, and feedback your thoughts to me! If anything is wrong, I would appreciate if you can inform me of any loopholes or missing information, and I will make amends!
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