goldslayer1 -> Stat Balance (9/14/2013 0:02:54)
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Stat Balance is a big issue in Epic Duel. Even before omega was released, I objected the idea of HP being lowered because I knew the issues it would bring later on. One of the main issues with balance in Epic Duel is the Stat Balance. Some may not think much of the stat balance, but it is very important. 1) Stat Progression Right now, Stats are not balanced. To show you an example of what i mean, check this. 54 Dex/Tech = 18-22 Def/Res 54 Str/Supp = 12-15 Pri/Aux 101 Dex/Tech = 29-35 Def/Res 100 Str/Supp = 19-23 Pri/Aux From what you can see here, it is far more rewarding to use Defensive stats than it is to use offensive stats. The only difference is, offense is thriving due to the low amount of HP and high amount of EP. My idea is to make stats worth be more equal. Dex/Tech: Scale by 3 Str/Supp: Scale by 4 100 Str/Supp: 25-30 Pri/Aux 100 Dex/Tech: 33-40 Def/Res Having Defense scale by 3 and offense by 4 is much better. Offensive stats get 1 higher progression due it having extra damage from weapons such as primary, sidearm, and auxiliary. 2) Sidearm Damage Source Right now the Sidearm’s source for increasing damage is solely the Strength stat. I believe it should be changed since Strength already has Primary. Having both Primary and Sidearm improving with Strength stat only creates more strength reliant builds and decreases the Variety of builds. So I Propose the Sidearm damage be changed. It would be better for it to work on both Strength and Support. By having its damage improve with both stats, it “Buffs” the support builds and “Nerfs” the strength builds. However the change wouldn’t be huge, Strength builds tend to have low Support, and Support builds tend to have low Strength. So the Gun’s Damage Progression would be Strength and support Combined. An example Progression for Primary and Aux. 8: 2-3 12: 3-4 16: 4-5 20: 5-6 An Example Progression for Side Arm Strength + Support. the progression is based on these 2 stats combined total. 16: 2-3 24: 3-4 32: 4-5 40: 5-6 48: 6-7 56: 7-9 64: 8-10 72: 9-11 80: 10-12 Currently these items are giving a certain amount of stats at level 35. (Special meaning Claws, Staff, Club) Primary Sword: 25 Primary Special: 20 Sidearm: 18 Auxliary: 15 Armor: 18 I think it should change to be more Level based. for example L = player’s Level Primary Sword: Damage: (L x 1.05) = Sword Damage Stats: (L x 1.1) = Sword stat count 3) Item Stats Primary Special: Damage: (L x 1) = Primary Damage Stats: (L x 1) = stats Sidearm: Damage: (L x 1) = Gun Damage Stats: (L x 1) = Stats Auxiliary: Damage: (L x 1.2) = Aux Damage Stats: (L x 1) = Stats Armor: Def/Res: (L / 3) = Def/Res Total (rounded up) Stats: (L x 1) = Stats This gives players more stats to work with, and a more consistent increase of stats in items. 4) Health and Energy Health needs a change ASAP. Like I said before, when omega was announced, I objected the change in HP because I knew the issues it would cause later on. One of the points I brought up before omega was released, was that lowering Health and increasing Energy would only cause a spike in offensive builds, and make the effects of luck factors worse. Well needless to say, I was right. And I’ll explain why this was a bad change. You see, lowering Health made players die quicker, battles lasting less turns than before, etc. The issue here is that HP is simply too low, and energy was too high in comparison. The increase in Energy and the decrease in health, allowed for builds like Strength Merc to be revived. with more energy than ever before, it allowed them to use dangerous move combinations such as Stun/Double Strike and Berserker without needing to invest into energy. So with base Energy, players could pull off a max berserker with a decent level stun or double strike. the fact that HP was lowered only made this worse. that is why the build came back. And as for luck well with less turns to live in battles, the effects of 1 block or crit are greatly felt. as opposed to before where you had more turns. Think of it this way, if you got blocked once in a 5 turn battle, thats 1/5 of your battle wasted. Now if you got blocked once in an 8 turn battle, thats only 1\8 battle wasted. So while you may not think of it this way, Less HP = Worse luck. This analogy used above only gets worse when you bring in crits. So my Proposed solution is 2 Options. A) Change the Progression One way to change this is by changing the Progression of Health. Right now it increases by 1 HP per stat. That IMO is simply too low. One way to solve the issue is by changing the base HP/EP and the progressions. here is an example. S = Stats HP: 60 + (S x 3) = HP EP: 30 + (S x 1.5) = EP This keeps Energy somewhat low, while at the same time making Health more valuable. By having low energy, it forces power builds such as Strength Mercs to invest into energy in order to use their powerful high energy move combinations. Health being higher also makes it harder for builds to kill quickly, and reduces the effects of luck. B) Make HP and/or EP Level Scaled and Static Another way to fix HP/EP is to make HP and/or EP scale by Level, and static. Static meaning it can’t be increased with stats. This one is a better option if you’re going with my suggested numbers in idea #3. some suggestions would be 50 base HP. L = Level HP: 50 + (L x 5) = HP EP: 25 + (L x 2.5) = EP So at level 36 a player would have 230 HP and 115 EP. The good thing about this idea is that it would be much easier to increase/decrease should HP be too high or too low compared to the amount of stats players have. Not only that, but it also opens up more possibilities to alter HP and EP for other modes such as team and juggernaut. say for example L = Player’s Level 1 vs 1 HP: 50 + (L x 5) = HP EP: 25 + (L x 2.5) = EP 2 vs 2 & Juggernaut HP: 60 + (L x 6) = HP EP: 30 + (L x 3) = EP Essentially increasing HP for team mode and juggernaut, allowing for more strategy in those modes. I’m not saying it should be done, but it is an interesting option to explore if you’re looking to balance the other modes as well. This would also allow players to focus their stats into Str/Dex/Tech/Support more. 5) Rarity and Items With the Omega Update, every item is statistically the same. However Recently I come up with the idea that rarer items, should have slightly more stats than regular items. Regular items which are ingame items that can be obtained at any time and never go rare, should be less powerful than items that are rare. However the difference isn’t huge. Below I’ll give a format for this type of idea. Seasonal Rares always come back around, and Limited rares tend to get restocked. So they get the same Bonus. Rare and Ultra Rare are virtually the same thing, the “ultra” part is more of an ego boost, but each one essentially means the same, that item isn’t coming back. ever. so with that said, it would make sense for season and limited to have less bonuses than the rares. Seasonal Rare: +2% stat Bonus Limited Rare: +2.5% stat Bonus Ultra/Rare: +5% Stat Bonus Before I move on to the next suggestion, I do want to mention that Rarity is not varium exclusive, there are plenty of non varium rares and ultra rares. So in terms of varium vs non varium, there isn’t any power gap, as both parties can obtain Rare items. You might be wondering why this would be any good. Well, it would help please the veteran players of Epic Duel who have been here a long time to collect rares. Lately, ED has been having trouble retaining veteran players, this would help ease some tension with them. This isn’t solely for the veteran players, this is also so that rare items have more value, because in a sense, they do. and ill show you some more examples of why i feel rarer items should have some type of advantage. and its within the pricing. X-600 Marauder: Regular (auxiliary) Damage: 39 Stats: 15 Credit Price: 14,375 Varium Price: 835 Dage's Doom Cannon: Limited-Rare (Auxiliary) Damage: 39 Stats: 15 Credit Price: 25,875 Varium price: 1070 Blaster: Regular (Sidearm) Damage: 35 Stats: 18 Credit Price: 11,450 Varium price: 790 Egg Laser: Limited-Rare (sidearm) Damage: 39 Stats: 15 Credit price: 23,450 Varium Price: 955 Epic Staff: Regular (Primary Staff) Damage: 35 Stats: 20 Credit price: 11,750 Varium Price: 805 Titan's Terror: Limited-Rare (Primary Staff) Damage: 35 Stats: 20 Credit price: 33,750 Varium price: 1,300 Arch Mage M: Regular (Tech Mage Armor) Def/Res: 10 Stats: 18 Credit price: 12,200 Varium Price: 795 Warbot: Limited-Rare (Armor) Def/Res: 10 Stats: 18 Credit price: 30,950 Varium price: 1280 So you can see, the rarer items cost more than the regular ones, yet they have the same performance. Players are paying Top Shelf money (credits or var) for items while there are more cheaper options out there. most of these concept ideas would work better when combined. more specifically with 4B.
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