edwardvulture -> RE: Mage Skill Nerf Discussion Thread (4/1/2014 16:58:45)
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@sesura This game can be made to be so much more strategic with so much more options, but they do not realize that balance requires a LOT of people actually testing and running stats. They probably have 10 testers, it would take them forever to see how a change in one skill will have impact on every build of every level in a given scenario. They just can't do it. They need to open up balance directly to veteran players that can see the whole picture or balance will not progress. quote:
There are really only two types of skills on the skill tree. Skills that have 0 energy cost, and skills that have an energy/health cost. Static charge, battery backup, static smash,static charge,assimilation, and energy parasite all belong in the 0 energy cost category. When you think about it passives are also 0 energy cost skills and could be instituted so that each class can really be distinctive again. Players tend to invest in them way more than cost skills like plasma bolt, overload, etc. because they benefit every kind of build whereas skills that cost energy are situational and often used only in specialized builds. Without the splitting of the skill tree, cost skills and "0" cost skills (technically a turn's usage is an opportunity cost) will never be balanced in terms of power. ...and that is the rationale behind the skill adjustment in my balance thread "Build Diversity x 10" Feel free to refute it in any way, but the logic should be clear. We already tried passives to actives and that pretty much failed miserably, it is time to go for the alternative and split the skill tree. Splitting the skill tree is the best alternative, I really do not understand why it is not getting more support. It differentiated classes and allows unique builds to be made within each class. quote:
Ever since passives and actives, many unique builds that only one class could have have ceased to exist. Examples are the tank TLM, support BH, dex spam BH, no focus tech Merc, i'm sure there were lots more. If you noticed, each class, before passives to actives had something different to offer, i'm sure some of you can elaborate on this point for me. Now all the classes do basically the same things, some more effective than the others. All classes are given an energy regeneration skill and an energy stealing skill. All classes have shields that cover both defense and offense, once again some "better" than others. All classes have viable strength builds. 5 bonus works almost as well for every class. None of the classes can spam dex except tech mages. Spamming tech without focus is no longer an option because of the huge stress this game has on energy. There are very few things that are unique to classes anymore. Now to reply to your thread. No, I have not lost more. I feel little to no change considering that most of the time, I use assimilation and battery backup once every battle. I beat most builds that have less than 1200 HP. I use a high support/tech 4 focus supercharge build with 900+ energy. In some ways, it is the ultimate antithesis of the spike build(High HP/Dex/Str and maybe tech with little or no investment in support or energy). My build is pretty successful and I am the only one using it. I feel they need a way bigger balance change than this but since passives to actives caused a mass exodus of players, maybe if they let us (the players who actually play this game) be directly involved with balance, a successful balance update that satisfies most if not everybody will come out.
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