Sapphire -> RE: =AQ= 2023 Golden Giftbox Cross-Game Extravaganza II (5/13/2023 23:49:56)
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Going a bit off topic, but related considering the effect. Actually, I would take a rather large step back if I were staff and re-evaluate all of the stuns as a whole. When combined and stacked, they're so powerful vs normal monsters that it trivializes the fight. I would even so much as to say it makes it boring. Even vs "harder" normal monsters. Against bosses, as most have freedom, it's a complete and utter waste to even carry. I wouldn't waste an item slot on everyday carry just for these two reasons. If you can have one compressed within something, then fine. Now, onto an issue that I think is larger than people might give credit to. The number of effects that are considered "stuns" are too many, too similar, and in some cases, aren't really balanced. (when compared to one another) We have: Paralyze Freeze and all of it's ilk Daze Fear Control Sleep Within these, you can separate them into two categories. Guaranteed and % chance. The first two above are guaranteed. If we compare them, it's obvious that the freeze-like statuses are way way way better. The elemental increase resulting in a round of more damage for the player and two rounds of more damage for the pet/guest (beast builds) is FAR superior. AND, the turn loss is there. It's paralyze + damage boost. Not remotely close to balanced when compared to paralyze. In terms of the bottom 4, daze and fear are so similar that the only real difference is what's normally used to inflict and resist. Other than that,there's not a lot to separate them. But sleep is essentially paralyze on a per turn save, which in practice is too similar to fear/daze. Instead of a % chance roll for a known duration, with sleep we have a % chance (based on built in saves, the status roll system, and potence factors. But a RNG roll is there all the same. The problem with sleep is if you can inflict it, and keep it, it's trivializing the game. So you either have to make it a low inflict chance with a pro player save, or higher inflict with a pro monster save in order to "balance" it and in both cases, it as a status will likely *always* be undesireable. As a result, I think that status needs a complete and total overhaul. But I have no idea how/what. I don't have a huge issue with the differences between fear and daze. I think by in large, that could remain as-is and be fine as they tend to be catered to different builds. Then we have control, which is a stun, but is it, really? The monster hits itself. Thats not a stun. It took it's actual turn!! It took it hitting itself. I would remove the status being affected by freedom. It just should be affected by boss boost. I would also make actually use some stuff from the monster. Don't hard code specific damage. Get the damage from the monster in question. This would make the status very monster dependent, and would then work a bit closer to backlash or dodgelash of sorts... The monster's attack element should be the attack element for it. Yeah, it's same element self-hit w/oi elecomp, but that's the balancing factor. (unless you PCO) And elevulns on itself and etc would indeed increase it's damage to itself. This would create a unique and fun status. Finally, freeze-like effects need to change and not also paralyze. If we do this, we have reduced 2 statuses from the stun list and we have made them work vs bosses. For freeze, damage caps would curb the appeal vs bosses a bit but you'd still be able to rely on the scaling of effects (supposed, this still is an ongoing issue, esp with blind items; I think Aerin has a complete list of blind items that refuse to scale with freeze-like effects) I would make freeze like effects act as a weaker choke like effect . Two proposals: 1. Keep the 1.5x oppo resistg thing, kill paralyze effect, add a monster damage reducer (but weaker than current choke/panics) as this is is a 2 effect status. 2. Make this a per turn line-item status similar to current panic that both gradually (multiplicative) increases the oppo elemental resist *and* gradually decrease monster offense (but much weaker than panic). I personally like option #2, as I think it would be cool to see multiple line item inflictions of freeze, for example, that gradually increase fire element upwards (always caps at 200%) and gradually decreases monster offense (caps at 0, obviously) A good baseline number is each effect are half of a standard elevuln and half of a standard panic/choke. Removing 2 of the current "stun" statuses from the list via a redesign will not only increase the value of the remaining stuns, but also the redesigned ones (control, freeze). The new control/freeze would work vs bosses, and now you open up design space for items because you open more options for desirable gear. And IMO, the idea for both freeze/control would be fun. This also creates a bit better balance when comparing statuses with one another. Lastly, burn sleep. Thanks =P
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