linklink0091 -> RE: =HS= PvP Balance Discussion Thread II (12/6/2012 19:20:26)
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this ish copy righted to the guild the order and was a calaberation of differnt problems and what not....so to some if not most of you this would look like a summery of what all went down that needs fixing, we very well COULD OF went through our entire list of powers and ways to adjust them....but this "small" letter is enough to do it so without anyfurther adue the order of the ppl speaks :3 I don't know if you remember, but a few weeks ago I had asked if you could pass on a message for me about math errors within the combat system. I said I would ask my guild for help in the spelling and editing of it because of my horrid spelling and grammar skills, well here it is. I'll start with the bigger of what many players are concerned about: the math within all skills that use over time effects whether it's for damage or healing is inaccurate. When buffed in generally 98% of the powers that can buff, a common example I use when explaining is Super Intellect (100% buff) and Psychosis (it's a low, easy number for a DoT of 20-30 unbuffed). When you do 100% times 20 and 30 you come up with the same numbers but you add 20 on to the original 20 (I'm starting with the lowest number for the over time damage to make it a bit easier) that would in turn make the total damage 40 damage per tick. If we did the same thing to the highest number on the same skill which is 30, it would become 60. So the total damage for Psychosis' DoT should be 40~60 per tick, but when done in Herosmash you get 90-120 in game, that's much more than it should be, and Psychosis is the lowest DoT for mental. I'm sure you understand the problem when higher DoTs are used. Basically, the current equation for DoTs is base DoT x buff + base DoT. The HoTs have a similar problem, but their equation is base HoT x buff x buff. The most common HoT that is buffed is Fashion Sense. Same Super Intellect buff of 100% and Fashion Sense's HoT is 100-125 per tick. When in game it comes to just over 450 to 550. The same thing happens to other elements and their elemental buffers, even Yergenism and Reens Rampage (connects to gore) Now comes something else of concern that very few players know about, owner of rare powers more than often see it rather than others without them. When your level gets farther away from the power's level, it gets weaker. That starts to happen when you are 5 or 6 levels different. At first the effects aren't that strong, the effect only weakens slightly, but as the player's level gets farther away it drastically changes from slightly weakened to not even showing up anymore. This is easily proven with self buffs that can be found in shops that go from level 1 to 20 as well with damage based powers with effects. An example of this is Expelliarmos. For a level 20 player, it only debuffs by about 10%, instead of the 70% that the description says. For the skills that are rare, I suggest a kind of "rare shop" that can trade in current rare powers for upgraded higher levels of them, as well as do the same with shops and monster drops that don't make it past the level 15 cap, so that those powers aren't useless as the player levels up. Some powers that have this problem don't even need adjusting, but just a different level stamp so that the problem doesn't arise. Some smaller, but still significant issues include: Chudling rash needs its cooldown increased, it can be looped and abused. Purifying Flames is supposed to absorb all fire damage, but currently does not absorb DoT damage. Selfless Gift can be used as a suicide move that gives its user points for their own death, and is easily abused. There are also some concerns involving Team Brawl. Medic medal requirements are to heal 2000 points worth of damage in either Power Defense or Team Brawl. Since heals hurt the team in Team Brawl, it's not fair for the latter to be an option when people go and ruin matches just to get a medal. An issue connected to that is the fact that healers in Team Brawl can ruin the match not only for their team, but for the other team who just wants a good match. Some people go in there only to anger other pvpers. There are a few possibly extreme solutions to this, such as switching the "heals=hurt score" setting to Battle Royale, so heals affect only the healer and not any team. Or to instead make a new arena where there are restrictions, heals hurt, yet there are no teams, since many pvpers enjoy the challenge of those set limits. Another solution could be to just make the heals hurt the individual's end score, instead of the team's in-match score. To add to the Team Brawl issues, the current queue only accepts a full queue of 6 people. It wasn't always that way, it used to be like how Power Defense is now, a max of 6 people but minimum of 4. The minimum of 4 in a queue should be brought back, seeing as how it's more convenient and the low player base of Herosmash has made Team Brawl a dead arena. i know a few skiped this letter, thats fine but in short thier is a fricken a lot of problems that AE need to do to this game to get it to either make it enjoyable again and or to make them that lil extra cash other then those instent shop items that slowly lose them players, the order looks out for its players and even players who might be agenst it....we truely do care and we can prove it over and over again :3
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