Exploding Penguin -> The Problem with Stun Skills (7/26/2016 14:54:09)
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So I am going to try and be a bit brief in this thread due to my own personal time constraints, but hopefully my point gets across. Basically, moves that stun in this game have a very negative impact on battles due to their nature: they function as all-or-nothing type of moves where getting a stun vs. not getting stun makes an absolutely enormous difference. Hence, using the skill itself just takes out some strategy and implements more RNG into the game. If a stun skill exists, the stun needs to be treated as very consistent utility, rather than a "there is a chance of this skill doing way more than it otherwise would" type of ability. The problem with stun skills right now is that, since its nature is an all-or-nothing type of skill, the devs have actually vastly overtuned the numbers. Now we see dex BHs with stun grenades doing absolutely massive damage, and in the past we have seen dex TMs decimating people with overloads that do exactly the same thing. Worse thing is that stun has an even larger impact in 2v2 so the problem is magnified even more. You basically have a 30% chance (base stun chance) to completely screw over your opponents in a 2v2 and make it very hard for them to recover. So, what do we do about this? We simply fix one of the two things: we retune the numbers and compensate by adding in other utility effects, or we remove the stun part. Since removing the stun part is out of the question in order to preserve the mechanic in the game since it can have interesting usage, we are left with changing the skills entirely to be more utility-focused rather than damage + random stun chance-focused. We can also slightly modify the stun effect and change it into a silence-type of effect instead for some skills. Here are some very rough concepts: Neutralize: Deals no damage. Drains a percentage of the target's max rage and stuns them for one turn. Has a high base energy cost. More skill points invested does not increase the energy cost but increases the rage drained from the opponent. Silence: Replaces an ultimate skill (surgical strike for TLM, most likely). Deals light damage, debuffs the target's strength, and silences them for 2 turns. A silenced enemy cannot use skills from their skill trees or cores. Costs a high amount of energy. More skill points increases the energy cost and the strength debuff. Stun Grenade: If the target is over 50% of their max HP, this skill deals minimal damage but stuns. If the target is under 50% of their max HP, does not stun but instead deals moderate physical damage, increased by the target's missing health. Has a high base energy cost but investing skill points reduces the cost. Blood Boil: Sends a target enemy or ally into a bloody rage, silencing them for 2 turns but granting them bonus strength and bonus lifesteal. The bonus strength and lifesteal is based off of the caster's support. Moderately high energy cost. Investing points into this skill improves the support scaling ratio when used on allies and decreases it when used on enemies. These are just some very rough concepts I came up with on the spot but the main idea is to completely rework stun skills to be far less RNG-based but still preserve the stun mechanic in the game.
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