goldslayer1 -> RE: =ED= Balance Discussion IX (6/16/2012 15:03:22)
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quote:
What's the point of keeping it? To keep enhancements steady and not make them even more game breaking than they are now. If it wasn't for enhancements, there would be no agility since you cannot abuse one stat and then abuse other stat (possible with enhancements now). Glad you love my common sense, surprising from you, or maybe not. [>:] i guess common sense is common indeed. so by ur logic, ur saying keeping HP low, so that u stack more stats and enhancements in str, dex, tec, and support, is somehow not worse than having no agility, with high hp, reducing the stats used for for str, dex, tech, and support. perhaps u should read a suggestion i made in the past. quote:
Items - i would change the Enhancements system that ED has and make it one thats more like AQWs. this would allow full gear customization. meaning i could get default weapon, and turn it into a lvl 34 weapons with its respected stat depending on the enhancement type. - changes to the enhancements from var to non var would be made so that non vars have a better chance. a scale for this would be lvl 34 Varium enhancement for primary = weapon has 34 stats and 34 damage. (+2 stats if the weapon is a sword) lvl 34 varium enhancement for side arm and aux = 24 stats and 34 damage lvl 34 varium enhancement for armor = 24 stats and armor def/res be decided on a formula. like 34 / 4 = 8.5 round up to 9 def/res from the enhancement. lvl 34 non var enhancement for primary = 30 stats 34 damage (+2 stats if its a sword) lvl 34 non var enhancement for gun and aux = 20 stats and 33 damage. lvl 34 non var enhancement for armor = 20 stats and def/res be decided by a formula of 34 / 5 = 6.8 round up to 7. the forumla for this is very simple, for variums, primary is 1 stat and 1 damage per lvl (with the exception of sword) for gun and aux, its 1 stat per lvl, -10. and 1 damage per lvl. and for the armor its 1 stat per lvl -10. and the defense and resistance is decided by ur lvl of enhancement. in this case, since its 34, and a varium enhancements. devide 34 by 4, and round it up and thats ur def/res for the enhancements. for non vars primary its 1 stat per lvl -4 (-4 is for it being a non var enhancement) and 1 damage per lvl for aux and gun its 1 stat per lvl -10, then -4. and 1 damage per lvl -1. for armor 1 stat per lvl -10 -4. and the def/res is the enhancement lvl devided by 5. this would ensure that non var vs var is better balanced. non vars would only be 16 stats behind (assuming they have full gear), 2 def/res (for now atleast) behind, and 1 damage behind on gun and aux. now, of course there would be a full scale for this on every lvl. and the reason why something like this should be implement is, u could use ANY weapon u wish to use. allowing us to fully expirience the Art that the game puts into weapons. because as u all know, alot of low lvl weapons look good, however they aren;t suitable for competing environment, so they aren't very used. this system would eliminate that, and give players full customization of the game. another issue with this would be balancing. (while i know the staff have no say in the prices, here is my suggestion anyway) the enhancement prices for varium should be (L = the lvl of the enhancement for Primary: L x 20 = enhancement price for aux and gun: L x 15 = gun and aux enhancement price for armors: L x 20 = enhancement price for non vars credit enhancements Primary: L x 1000 = non var enhancement price for aux and gun: L x 800 = non var enhancement price for armor: L x 1000 = non var armor price. i did have an idea of having an option to buy varium enhancement but with credits. a huge load to be exact. like L X 2000 credits for primary and armor and L x 1800 for aux and gun. do u see what i did there? = lowering stats. and to give u a little extra. remove agility put field medic back on support and allow field medic to be only used ONCE per battle. and my suggested scale (since its only once per battle) is to put the same old scale it had before. there, problem solved, no more tanks healing 3-6 times a battle. and it buffs support stat since they desperately need it. and would allow more counter builds against tanks that doesn't consist of putting points into str. but by putting points into hp and out surviving the tank.
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