NDB -> RE: Rebalancing of blocks (1/30/2013 0:50:06)
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quote:
1. Lower the base chance to 4% instead of 8% 2. Reduce the scaling to 1.5 or 2 dex points per % 3. Make blocks reduce a fraction of damage (For example, 2/3 or 3/4) rather than all damage because shadow arts, smoke, and dex builds can seriously break strength mercs, atom smash, assimilate, static charge, etc... 1. Yup, this is definitely needed, as with base Deflection chance which is currently 10%. Concept understood and supported. 2. Nah. Deflection is less effective than Block is and it still scales with 3 Tech Points/%. I think that we need to minimize Block chance overall, and take down Strength Builds by other means (and wouldn't this be extremely unfair for any non-Strength abusing build that had lower Dexterity, and also when fighting lower level players who almost most definitely will have lower Dexterity). No matter what you do, it's luck, so yo still haven't actually gotten to the heart of the problem. Furthermore, reasoning that Strength builds have less Dexterity than most other builds is not a valid excuse (and stereotype), as it is the player's choice to have that much Dexterity. What I'm saying is that players are extremely good at adapting to knew Balance expectations. For example, when a Support requirement was added to Massacre and Smoke Screen, players did not hesitate to do so, as it is clearly a small price to pay. I do, however, understand that by lowering the base chance, you are lowering the overall chance to Block for all players (and this is another reason for this second proposal?). But, because I cannot come up with anything better, I cannot say tat I do not support either. 3. As Block will never reduce more than 50% of the Damage because it would become less effective than Deflection, I think that this is a somewhat strange idea. However, in the case that this is taken seriously, I think that my suggestion from a previous Balance Thread would also be more balanced. Below is a quote taken from myself. quote:
What if support increased the amount of defenses ignored with rage instead of increasing the speed in which you obtained Rage? Normally, when you get blocked or deflected, you gain extra Rage points equal to the amount of damage blocked or deflected, as if the defender had enough defenses to actually negate so much damage. My suggestion is to let it so there is the same affect on Rage. Not only will it make up for a blocked or deflected Rage (not really, but it will help), even normally, when you aren't blocked or deflected, I think you should still receive Rage points. Example: You Rage Strike for 30 damage, but is blocked. Next turn, you Rage meter is up 30 points +the amount of damage still negated (like in the example below) instead of being reset at 0. OR you are fighting a player with 40 defense. You Rage Strike (Physical Damage) for 20 damage+18 from the defense ignored=38 damage. Next turn, your Rage Meter is up 22 points, because the defender still negated 22 damage. It was mostly supported, but for the players who did not, it was because they thought that players might recover Rage too fast if one was to block an attack such as Berzerker (I argued back that blocking such an attack would probably mean that you have won already...). As for your suggestion, like the second one, I cannot say I do not support it. Also, as an attempt to stay on topic an not hijack your post, I posted the quote from myself below because that would further balance the other one above (even if Strength Builds recovered Rage quickly, it would be less affective). I only posted it to help explain my commentary, quote:
So, here's how it works. If both players have equal support, the base Rage would be 45% ignore, like how it is currently. With every support advantage of 5, your ability to ignore increases by +1% and the opposing players would decrease by 1%. The cap will be 30%-60% (in order to reach the cap, you need to have a 75 support advantage over the opponent) That way, strength users, with less support, ignore less, and as a result are not so strong, while support players ignore more. Example: Player A: 40 support, 30 defenses. Player B: 70 support, 30 defenses. When Player A uses Rage on Player B, he/she will only ignore 39%=11.7 or 12 more damage. When Player B does, he/he will ignore 51%= 15.3 or 16 (ED round-ups) or 16 more damage.
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