The_element -> How to Balance Guests (2/10/2021 15:55:30)
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Sorry for the click-bait title in advance. Guests are legitimate strategy, except when used with hyper offensive classes such as chaosweaver, where guests are used as meat shields to absorb damage and debuffs. However, outright removing guests limits playstyle and there are many viable ways of removing guest cheese on hyper offensive classes without banning guests from the inn. I don’t believe guests are problematic on less offensive classes, as they more drawn out battles and guests typically get one-shotted by the increased damage of the bosses. Currently there’s an equal chance for the boss to target the player and guests. With two guests there’s a 1/3 chance to be hit and with one guest there’s a 1/2 chance to be hit by the boss, so overall there’s a 2/3 chance for the player to be protected, until the guests get one-shotted. I think a new variable can be brought in called ‘aggro factor’. Let’s define the aggro factor of a class as the probability for the boss to attack the player regardless of the number of guests, and this will vary for each class, so that cryptic has a different probability of being attacked than chaosweaver for example. To add perspective, the current ‘aggro factor’ is 1/3 when using 2 guests. Let’s give most classes the ‘default aggro factor’, which is X, where X is some value empirically found from player testing. For example, X could be 1/2 or 2/3 or 3/4. This will be done universally to game engine 15.0.27 , to make the implementation of this variable more easy and quick. For some classes they will have their own aggro factor, here are some examples: - For chaosweaver the aggro factor is 100%, so the probability of being attacked by the boss to attack the player regardless of the number of guests is 100%, so guests cannot be used as meatshields. - For doomknight v2 the aggro factor is 100%, so the probability of being attacked by the boss to attack the player regardless of the number of guests is 100%, so guests cannot be used as meatshields. - Other offensive classes can have high aggro factor - For cryptic the aggro factor is 10%, so the probability of being attacked by the boss to attack the player regardless of the number of guests is 10%, so guests cannot be used as infinite source of damage - For ninja the aggro factor is 20%, so the probability of being attacked by the boss to attack the player regardless of the number of guests is 20%, so guests cannot be used as infinite source of damage - Other defensive classes can have low aggro factor Also, for some classes that want to be encouraged to use guests, they can have: a) high aggro factor if defensive class (guests will be protected) e.g. pirate b) low aggro factor if offensive class (guests will be meatshields) – no class should be in this category, but it is an option for the developers If desired by the developers, the aggro factor can scale to CHA for certain classes. Hopefully adding ‘aggro factor’ will add increased depth to Dragonfable’s gameplay and will not limit playstyles. I would be grateful for people from the discord and the forums to critique this suggestion. Thanks in advance.
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