Exploding Penguin -> RE: Fixing up Stun Skills (7/20/2015 13:44:05)
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Blocks, deflects, and crits are different in the way that they at least give you more rage if they happen to you so there is some compensation. Additionally, there are almost always other alternative moves which can be used if you are afraid of these things happening. Stun skills on the other hand are either hit-or-miss moves that if they miss will provide a turn with subpar effectiveness compared to other moves but otherwise will be crazy rewarding if they do stun. The skill itself is completely based off of that 25% stun chance as the damage is pretty weak compared to other caster skills. If the core of a skill is meant to be circulated around luck in a strategy game I think it should be changed. And I don't agree with the luck factor being the stopgap for a perfect build. While it is true that at certain points in time luck factors were relied on to counter the popular builds such as strength ones countered by high dex builds, there were still builds that existed in those periods that did not rely on luck to beat said builds. Additionally, if a dex build that has a 30% block chance against a strength build blocks 1 time in 5 turns melee attacks, that result can be said to be highly expected and therefore isn't really "luck" anymore as that sort of outcome is probably gonna happen with that high of a block chance. The only case in which luck has been depended on for builds is really support builds with crits and deflects. No build can ever be perfect because despite the less notable existence of rock-paper-scissors matchups that once existed that kind of cycle with balance still happens. Popular build comes into play that is fairly successful followed by someone making a build specifically meant to target that build, and then the cycle shifts to target that build instead, etc... No luck involved. I will update the OP for maul in a moment since I forgot about it. Thanks for reminding me.
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