Ranloth -> RE: =ED= Balance Discussion VIII (5/11/2012 15:12:08)
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Since encumbrance is a problem, especially when it comes to build copying and Juggernaut mode had an issue with it with old range, something needs to be done. This is the very case in 2v2 as well actually, where Lvl 34 and 34 vs. 34 and 30 own all the items, and you may find Lvl 30 to be power of Lvl 34 instead which isn't fair because Lvl 34s should have advantage over 34 and 30, not big but the difference still exist. (all depends on build though too) Anyway, my idea is to firstly along with penalizing damage which is done now which is up to -4, to also penalize stats as well. I'm gonna use few examples to back it up as well and explain it in an easier way. :) http://epicduelwiki.com/index.php/Oblivion_Staff + http://epicduelwiki.com/index.php/Templar_Staff Oblivion Staff has similar requirements to those of Templar Staff (30 and 40s). Difference between the weapons is 3 Levels so Oblivion Staff (33) has 33 damage whilst other one is Lvl 30 and have 30 damage. Oblivion Staff (OS) has total of +22 stat points, Templar Staff (TS) has total of +21 stat points. Now Lvl 30 character has a choice of Lvl 30 weapon or Lvl 33, so -3 damage penality or none. That's where stat encumbrance comes in, but unfortunatelly in this case it's +1 stat difference so just 1 stat point is taken away as well as -3 damage. You get stat point back at Lvl 33 in this case. http://epicduelwiki.com/index.php/Spirit_Scythe + http://epicduelwiki.com/index.php/Dread_Staff Requirements for both weapons are the same, 30s and 40s so their stats are fine for their level (see MPS for example). Their damage is 34 at Lvl 34 and 30 at Lvl 30, so that means weapons also have no damage leans nor stat leans; where weapon has less damage and more stats and vice versa. Total stats for Spirit Scythe (SS) is +22 whilst for Dread Staff (SS) it's +18. So that gives us 4 levels and 4 stat point difference, so in this scenario, whilst using SS you would be penalized -4 damage as well as -4 stats at Lvl 30, -3 damage and stats at Lvl 31, etc.. Difference might not be big, but makes difference in the long run and keeps it fair for others. Surely we all remember when you had to get to the level to buy specific weapon rather than get 4 levels early but it's changes so.. Remember guys, I used these weapons ONLY to compare how scaling is done, I have no more data other than this hence why this is all complex and really.. this is simplest way I can explain it in. :s Pivotal had idea of penalizing enhancements as well, which would also prevent build copying as well as advantages of using Lvl 34 weapon with almost no penality. If a player basically picks, for example, Lvl 28 weapon rather than Lvl 32 because, he would be penalized for having less slots to use, which would be equal to Level disadvantage. So if Lvl 28 character uses Lvl 32 weapon with 7 slots, he'd have 3 slots instead, which would go up by +1 at Lvl 29, etc. This may be harsh but it stops build copying as well as class jumpers at any level who can abuse any build really because of how encumbrance works now. Simply put, players have a choice of having, let's say, Lvl 34 weapon at Lvl 30 with same power (damage and stat wise) as Lvl 30 weapon but less slots although not having to get new one next level OR get Lvl 30 weapon with full amount of slots but the weapon would get weaker as you level up (Lvl 34 weapon > Lvl 30 weapon), if you get what I mean. xD Realised this is hard to explain and my post might not even make sense, unless you're really into numbers and actually get it all.. Simply put: Using Lvl 30 character as an example - Lvl 34 Varium weapon would scale down to power of Lvl 30 weapon (damage and stat wise so -4 damage & -(whatever total stats you get at Lvl 30)) as well as get -4 slots at that level as a penality. All of the stuff I wrote above is basically explanation on how I got numbers and the difference but this is simplest way to put it. xP
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