Turn Regeneration (Full Version)

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Exploding Penguin -> Turn Regeneration (1/27/2014 21:01:28)

How about at the start of every turn, the player regenerates a small set amount of their max HP and energy? The amount would be higher on energy for later explained reasons, but this would be a possible solution to many currently existing problems.

So by set amount I mean an amount that's not %-based, but rather based off of something else like level or maybe support to mix things up a bit.

For HP, let's say it will regenerate by 1.3x your level each turn. By having a set amount instead of a percentage, it will demote those narrow-minded high-HP builds and promote tanking builds. This will generally make fights last a bit longer. Longer fights lead to more possible outcomes and move choices, which leads to a more developed metagame and more on-the-spot strategy. This regeneration will also not be affected by hatchling rush and will be calculated BEFORE poison damage.

For energy, I felt that moves like static smasher, energy parasite, static grenade, and any other moves that depend on the opponent's energy are easily sealed and rendered useless by turn 5. This should keep those moves active for the entire duration of the fight.






s0u1ja b0y -> RE: Turn Regeneration (1/27/2014 21:04:54)

There are some huge holes though. 1.3 is pretty high especially for lvl 40s already with high health. Also the energy thing benefits only BMS really




Exploding Penguin -> RE: Turn Regeneration (1/27/2014 21:10:15)

quote:

There are some huge holes though. 1.3 is pretty high especially for lvl 40s already with high health. Also the energy thing benefits only BMS really


1.3 is just a sample number to get a vague idea. Tanks benefit more from HP than high-HP strength builds with less defenses, so in the long run this would benefit tankier builds more. The energy thing actually helps BMs the least because it's meant to mostly help in the endgame where everyone's expended most of their energy. At that point static grenade would benefit the most or static smash because you could drain that 150 energy that the opponent is saving for a field medic in 1 turn, whereas using energy parasite would tell the enemy to expend their energy on something else like cheap shot, energy shield, or bludgeon.




s0u1ja b0y -> RE: Turn Regeneration (1/27/2014 21:14:01)

OK so like 1.3 for health and 1.1 for energy? Its an idea that can work if done right. Its a pretty good start.




Exploding Penguin -> RE: Turn Regeneration (1/27/2014 21:18:16)

1.3 and 1.1 sound like a good start. Also, as a side note for some fun factor increase, I'm interested in how this would work if we implemented some way of boosting this multiplier by the hundreths at a time.

This is going off on a complete tangent using very bad estimates, but maybe the multipliers would start at 1, and each point of support would increase the multiplier by .01. For energy, we could do the same thing or leave it up to another factor, or just keep it based at a set multiplier.




s0u1ja b0y -> RE: Turn Regeneration (1/27/2014 21:23:35)

Support idea is great since no one uses it. Keeping energy at set multiplier would keep it from being abused. Maybe about 4 to 6 support for .0065 so it doesn't become abused as well.




Exploding Penguin -> RE: Turn Regeneration (1/27/2014 21:50:52)

Well average focus build support is around 50-60. Supposing we're using the base that I suggested earlier that each player only gets 1x their level in HP regeneration per turn + .01 more per single point of support, support builds get 1.5-1.6x. No-support builds get maybe 1.2x. High support builds get maybe 1.8x+...

If it's every 4-6 support, then there really is barely any point in the bonus support gives to it because even .01 of level 30-40 is .3 or .4 health per 4-6 support points. It'll hardly be abused. Maybe even .011 or .012 per single support point would buff it even further, considering 10 support points is only giving like 3-4 more HP per turn. The problem with support builds right now is that crits do barely anything, their chance of coming up is far too slim, and they don't have enough offensive options while lacking any decent tanking options aside from a reflex boost and/or energy shield. If we can get support to give a substantial health regeneration per turn if invested in enough, maybe support builds will become viable again due to an increase in endurance.




Xendran -> RE: Turn Regeneration (1/28/2014 3:44:41)

1. Massive bandaid fix that breaks even more stuff over time.
2. Dex casters.




toopygoo -> RE: Turn Regeneration (1/28/2014 15:40:42)

yeah cant agree to this, sorry. the idea is nice, but maybe it would only work for a different kind of battle system... but in 1v1, is would seriously damage the gameplay.

perhaps this is what would work for juggernaut?




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