Make luck relative (Full Version)

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toopygoo -> Make luck relative (5/10/2013 15:26:38)

this is seriously going too far.. like to the point where i might just quit altogether...

1 average game.. 2v2, im 31 bounty, against 3 35's. my partner is a mage, both enemies are bounty.

Support; 4 point difference, their team in total has 4 points more. they start. whatever NBD, small percentage difference.
game starts, crit with bot fro 46 damage on me. i heal for 45.
next guy crits sidearm for 44 damage, partner heals me, top crits sidearm for 38.

you guys say its luck, then why is this an AVERAGE GAME FOR ME?

3/3 attacks are crits.
The solution is simple: you dont remove criticals, you make them relative.

critical last turn? no critical (or 1% chance) for this turn.
block last turn? no block again.

no one build based on an effort to crit, or block, you build on where you need more stat points EVERY TIME.

Fix this seriously. its outrages the amount of luck ive fought against. not skill. luck




Ranloth -> RE: Make luck relative (5/10/2013 15:37:39)

Because luck is probability. Only because it occurs three times in a row, it doesn't make it impossible, especially with Mastery cores. You have x% chance to Crit (or get Critted) and y% chance to not Crit (or not get Critted). It's a bad luck that you got it three times in a row, nothing else. Hence why nerfs make the damage lower thus longer battles, during which the luck impact is spread out.

Relative luck? Yeah, basically how to nerf certain stats and allow abusers to have it their way, mainly Strength and Support. Lack of Dex/Tech means you will block/deflect less and get blocked/deflected more. Now, once it happens, you have secure 100% damage afterwards. Even without Crits, Strength on its own can pack a punch. With a Crit, oh joy.

Yet there are counters against luck. Nanosteel Armor reduces the defence ignore on Crits. It's small but can make a difference, especially with triple Crits where you could potentially take in 6-7 less damage than you would without it. Likewise with deflections (defend more when you deflect) or deal more damage when deflected. And even blocks (Lucky Strike) can be avoided. Mastery Cores can aid you as well.




Goony -> RE: Make luck relative (5/10/2013 22:12:10)

I am also concerned with this issue and have made a point about multiple occurrences of luck factors in battles in balance notes to Rabblefroth. It is particularly bad when they are lop-sided and you are right that there needs to be some sort of balance mechanism to even out the spread of luck when the difference in stats is marginal.

I doubt there is a really easy fix as any additional modifier in the battle engine would take some time to implement. I know Rabblefroth is aware of the issue about chance calculation methods and is looking at making some adjustments. How he does it is really up to him, but I for one support making a change as this is probably one of the most detrimental aspects of the game play!




toopygoo -> RE: Make luck relative (5/10/2013 22:45:53)

thanks goony.


@ trans

yes luck is probability and that is why it could be changed. have you ever fought w war with a bucket of grenades that could all only "MAYBE" go off?
its a pointless and unfair war when you don't even know if your weapon can go off.

my preposition would be like exploiting the probability fact, which you pointed out.
once it happens, its not supposed to happen again for a while, and it shouldnt. but if it doesnt occur for a long time, then it is more likely to occur again, the next time you try.
ergo each time you remove a grenade you from your bin, and toss it and it doesnt go off, your chance of finding a grenade that WILL go off has increased because the ratio of dummies: like frags has no increased.




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