Midnightsoul -> Rage gain and ideas (6/25/2013 23:56:02)
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Hi everyone, I just wanted to present the idea of rage gain. Currently, right now, this is how support works: quote:
Rage will cause the next attack to ignore a percent of defenses, dealing extra damage. Formula: Filled Rage Bar = 40 + (2.5 * Level) As an attacker, rage is gained at a rate of 110% of damage blocked (by the opponents defense/resistance) + 1% per 4 support you have over the defender, up to a maximum rate of 125%. If at a support disadvantage, the minimum rate is 95%. As a defender, rage is gained at a rate of 25% of the damage taken, +0.25% per 4 support you have over the attacker, up to a maximum rate of 29%. If at a support disadvantage, the minimum rate is 21%. I personally think this is going against tanks a bit too strongly. Basically, what this means is that if you attack someone, the amount of damage that was reduced multiplied by 1.1 goes into your rage bar. It might not sound a lot but I'll post examples on the way bottom. Right now, we need to get to the point. When being a defender, when you get attacked, a quarter of the damage you've taken will also go into your rage bar. Lol seriously, EpicDuel has really low numbers, how does this even help? It's almost like not gaining rage at all. EDIT: Post any criticism you think about the idea or post your idea about rage. So my solution is that I believe it might be better if rage gain between attacking and taking damage should be more equal. In other words, attacking an opponent won't give you as much rage as it is right now, but when you take damage, you will get more rage compared to the current state. I believe that.... the attacker should gain rage from around 80% reduced and the defender should gain rage from around 60% damage taken (assuming both Players have equal support) I think once again, this can prevent strength from not only dominating in efficient damage, but also the inevitable rage. Their low defenses makes it hard for everyone to gain rage and they gain rage pretty fast since they have a lot to be deducted while dealing good chunks. Remember guys.... Numbers are not official, they are to be balanced by Rabble or any other authority, not me. I posted this as a rough idea. So here are the examples I mentioned earlier about why the current rage system is a problem towards PvP balance: (If I assumed that both player A and player B had equal support) Player A attacks Player B for 20 damage. 30 damage was reduced from Player B's defenses. Player A: Gains 33 rage points. (30*1.1) Player B: Gains 5 rage points. (20*0.25) Do you see the difference? The difference is 28 rage points! That's quite a lot...nowadays, rage depends nearly all on offense which is another reason why damage has become so imbalanced. In my solution, I will provide my example. Player A attacks Player B for 20 damage. 30 damage was reduced from Player B's defenses. Player A: Gains 24 rage points. (30*0.80) Player B: Gains 12 rage points. (20*0.60) Now the difference is 12. The attacker still has an advantage, but not as devastating compared to how it was previously.
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