RE: Friday, September 1st Design Notes: Arena at the Edge of Time: Masters of Wind (Full Version)

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Branl -> RE: Friday, September 1st Design Notes: Arena at the Edge of Time: Masters of Wind (9/3/2023 23:58:01)

quote:

No, this is me arguing that existing content has already been balanced around Ice Scythe. If you think consistency is the issue, and that the game would be improved by shaving 20% HP off of enemies and inadvertently making every non-Ice Scythe strategy that much stronger, I've got some shocking news for you lol.


Based on what?
The most you MIGHT be able to say is some fights may have escaped slight nerfs because people were able to eventually clear it with procs with certain classes, so there wasn't as much outcry as there might have been for something to be nerfed. Which, the problem to that seems very simple: Nerf those fights if they're that big a problem, which was already stated as being on the table.
I don't forsee there being a bunch of inn nerfs, because I doubt a special that has been disliked for years by someone that actually designs these fights were playtested with that very same special.




Laeon val Observis -> RE: Friday, September 1st Design Notes: Arena at the Edge of Time: Masters of Wind (9/4/2023 18:43:19)

Went and field tested Ninja+Kunai (EX) in its current state. So far:
  1. Stat-wise, nothing really changed on where 45 of the 245 trainable points can be placed in a 3-pronged stat build. WIS for some redundancy on MP and to squeeze a bit more healing and Bonus, CHA to shave off at least one turn on the Dragon's CDs and also extra damage output for the latter. At the current iteration though, a 4-pronged build (DEX/INT hybrid) feels a bit awkward due to the Base Damage changes.

  2. While it was within predictions that Kunai would add an additional turn for the setup (and it is also possible to inflict the full might of 7 Venoms onto an enemy), the changes to the base damages of certain skills are pronounced enough that without using specialized builds involving min-maxing DEX, there exists the real possibility of a foe dying a turn later. Perhaps any combination of the following can be done to offset it:
    • Making the changes to Catalytic Flow less impacting: While Seal's changes are fine so as to keep the numbers consistent with Ninja's current direction, the shockwaves of going from 1.75 to 1.00 Base Damage on CF's part is definitely felt. Perhaps evening it out some more can mask the loss more (likely in the 1.2-1.35 range). There's of course the possibility also of omitting the weird loss of 5% on CF's Boost buff while doing that.
    • Slightly upping the -Boost Venom's stat debuff: Using specialized builds always opens up to equivalent exchange, in this case an offensive lean (DEX specialization) exchanging defenses. We can look into increasing it from -20% to -25% at most. Any more than that and we might put more survivability into the class than necessary (upping defenses to cover for offensive setups after all could have a major impact if those said defenses were used in more cautious plays).

  3. Additional alterations to Shadow Seeker: Ah yes, the Ninja's super nuke. Always the oddball among its direct damage sources. Reverting its CD to factory defaults (32 > 30) should still be an open possibility (seriously, the only time I had the opportunity to unleash more than one Seeker in the most realistic possibility was on the Chaos Slayers quintet), unless of course we can go bigger (Has it always been the vision that this nuke was for one boss-grade monster only?). Other than that, under the premise that its CD remain long regardless of the previous recommendation for its CD be applied or not, upping its Base Damage numbers in now in the drawing board if removing the 3-Burst Limiter in its multipliers is out of the question.




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