Ranloth -> Offense vs. Defense (8/28/2013 12:53:16)
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The suggestion is a bit far-fetched but there's no harm in suggesting it since it may be done or at least considered at some point in the future. Also, please concentrate on the concept instead of numbers. They are only included to illustrate the idea. As we know, being offencive is superior to being defensive. In almost all cases, you will find yourself being more offensive than defensive because defense will have its drawbacks after a while and you're dealing little damage to compensate for it. Not only that, Rage will go through your defenses and you will lose. What I'm suggesting is a penalty for having any effect on your skill, weapon, core, whatever. Why should I apply a super strong effect and not have any penalty for it? Isn't that already showing it's all about damage, instead of defense? Cores First of all, we have cores. If we assume there will be three categories - basic, intermediate, advanced - of cores* then we can have equal penalties for having an ability or none if it's plain damage core such as Meteor Shower. Basic: 95% damage Intermediate: 85% damage Advanced: 75% damage So effect such as Azrael's Torment may go under Intermediate thus should deal 85% damage. If we look at Azrael's Will and its power - not necessarily number wise - then it could go under Advanced already, thus dealing 75% damage instead. An exception here is Azrael's Borg. Just like Botanical Hazard deals 3 damage on its initial hit, (in my opinion) so should the Borg to make it closer to Assault Bot. They are the same type of Bots but one is applied on yourself and other on your enemy. Skills (1) Similarly to Cores, these should also be split into these categories. The difference here is balancing the effects and sorting into appropriate categories. Debuffs would likely be put in Intermediate, and likewise with Assimilation. On the other hand, Frenzy would fit into the Basic category but the skill already deals standard 100% damage, costs EP and returns % of it as HP, as opposed to debuffing the enemy or giving yourself major advance - like in the case of debuffs. Skills such as buffers would not get the penalty. Not only they take a turn, you also apply them on yourself thus dealing no damage, thus no changes required. Skills (2) Again, just like Cores would be done, defensive skills would end up being changed in a similar way, but instead of nerfing, they'd be buffed! Basic: 125% 110% boost*** Intermediate: 115% 105% boost*** Advanced: 105% N/A Now, why is it reversed and higher for basic? This is because they are plain skills with no secondary effects. For example, skill such as Technician is a Basic skill thus would end up getting 125% boost. What does that mean? If it gives +40 Tech, now it'll be +50 Tech. On the other hand, if we take Reflex Boost as an example, it could fall under Intermediate due to having a secondary effect**, therefore, if it gives +40 Dex without it then it'd end up giving the player +46 Dex instead! Unfortunatelly - for the time being - there is no Advanced defensive skills, so I cannot have an example but this should explain it enough. But since they would usually have two or more effects - like Ultimate skills -, these would not get a buff at all. * Power comes at a price. The more you pay, the more you get. ** I suggest the EP-return should be done in the same way as on Blood Commander, when it comes to % return. *** To clarify, 105%/110% boost is in essence 5%/10% boost. 100% is the initial power and 5%/10% is the boost. Double the boost would be 200%.
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