Magmamax1818 -> RE: =AQ= Stat Overhaul Discussion & Feedback! (2/6/2024 7:21:52)
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Barring any extreme circumstances and/or abrupt findings of fully viable alternatives before or around noon EST on Tuesday the 6th, this is the final iteration of the actual features and we will soon move on to only discussing the balance of their implementation. Wouldn't it be in best interest to postphone this date by perhaps a few days more? The mail notifying of the Stat Overhaul was only sent out last Sunday. As changes like these affect pretty much most players, I think there are still a lot of players who don't check the design notes / forums regularly that have some feedback, and havn't had the chance to really post it. Besides, the fact that even the regulars are divided (yet leaning towards negative) regarding some changes such as Wallbreaker, would indicate to me that some extra time to discuss alternatives would be beneficial. EDIT: As for my own two-ish cents: I’m not that well-versed in the maths behind AQ, but I do hold a probably completely useless university degree on game design, so hopefully I can say something useful regarding how flavourful the new stat-identities are. Feedback on this feedback is highly appreciated for learning purposes, so feel free to. 1. STR and DEX identities are a bit blurred now Previously, STR’s identity was straightforward ungabunga damage, while DEX was the go-to defensive stat. This overhaul gives STR some defensive capabilities as well, which I think is fine. Defensive Melee gear exists, after all. However, a main reason for the stat overhaul was, If I remember correctly, to distinguish STR and DEX a bit more. The current overhaul makes the difference as follows: STR is focused on straightforward damage, while DEX gets an accuracy minigame (and is overall a bit better in blocking / hitting). Being defensive isn’t only DEX’s speciality anymore now. Thus, I think DEX needs just a bit more to make it more distinguished from STR. quote:
Weapon special attacks gain bonus output increasing logarithmically with their proc rate. With a power budget of 10%, this means 100 proc weapons will get a boost of 15% before being affected by DEX's adaptive behavior. I don’t feel like this adds more enjoyable gameplay to DEX. It just slaps some stats on 100procs, even though FO-rangers don’t focus on 100procs too much. And why does the damage increase the higher the proc chance is? Shouldn’t it feel good to hit the low-chance weapon special jackpot? Even if you’d keep this idea, why not increase the output the lower the proc chance is? Personally, I would change it to something like the following... Style bonus: Planned Approach - At the start of combat, you get an increase in weapon special chance, until you hit a weapon special (not counting 100procs). This I think would open up a plethora of new strategies for DEX builds and make it more dissimilar to STR. It also focusses on the established identity of DEX of using bows (to save your more guaranteed proc for when the time is ripe), and the new identity of timing your attacks with your current BTH-minigame state. Possible downsides: might overlap with the more bursty-nature of INT, and it might be annoying in cases where you want to trigger use a weapon skill’s element instead of the special’s one (maybe make the effect not consumed on weapon-skill?) 2. I think Wallbreaker is actually really cool… …ONLY if it still works after increasing an opponent’s resistances with EleVuln / Frozen-like effects. Like imagine looking at an enemy’s resistance sheet and going: “Hey, if I can do more damage if I pull out an EleVuln + Petrify, instead of simply targeting the intended weakest element”. Being rewarded for more complicated setups seems like a pretty INTelligent flavour for the stat. And as INT is already in a pretty solid state, this approach doesn’t further increase its general strength, yet creates a new tool to play with so it doesn’t feel left behind. 3. CHA: Shift around some of the power so the Guest cost doesn’t become too much. quote:
Base guest Cost increased to 30% Melee from 21% I think most casual players still keep a Guest by their side, even if they don’t have the CHA to really make it worthwhile. A left-over habit from the good old days of being young, innocent, and going to Dracomancer saga Part 3 on every login to pick your guest, perhaps. Game just looks cooler with Warlic next to you. I think the Guest cost is already quite punishing right now for 0-Cha builds. Further increasing it would feel really bad for them IMO. Like Zoby and Korriban said, basically. Heck, I even put INT points on my Beastmaster-Ranger to make the costs more bearable. If you really intend to keep it this way for balance’s sake, maybe change the kind-of-useless “Don’t let pets attack in battle”-toggle in the options to “Make Guests go all out”. This would toggle whether or not Guests use CHA and resources. When we’re on the topic, it’s about time we got a no-drop slot for guests to preven this haha. Every time a quest pairs you with a guest I’m stuck between ruining my build or ruining my childhood. 4. Why do Style bonusses have scaling from 150 – 250? Why not give them full effects at 150? quote:
The Style Bonus is unlocked upon reaching 150 in a stat, beginning at a quarter of its power, and scales up to its full value with every 5 points until reaching its full 20% melee value at 250. If the intended effect is to increase build and stat-spread diversity, why not let them go into full effect at 150 points into the stat? Right now it isn’t much different from the other scaling benefits of each stat. Some of these effects will likely feel pretty insignificant at 150 points, if they’re only at a quarter of their effect. Most people still go 3x 250 for stats right now. If the Styles activate fully at 150, we might get some funky 5x 150 point builds, perhaps. Or people mixing a little bit of their stats to boost it up using toggles / buffs to activate a Style. Seems like it would provide some interesting gameplay choices (pumping up END just in time to block a stun-effect, for instance), but please inform me if it would cause too much mathematical imbalance. quote:
Grace Xisthrith: Please buff monsters before 2026 teehee I unironically think it would be fun if all these changes affected monsters as well lol. Like STR monsters get countattack, DEX gives the BTH swings so you have to time your blockboosts better, INT gives them Wallbreaker so you have to rethink about what you equip, END makes them break out of X amount of stuns, CHA makes them sometimes do double output, and LUK gives them Lucky Break as well (imaging a boss turning your stun into a celerity. Would create some design space to stop slapping Freedom on most bosses too). Wolfwing with his 400 in every stat eating good [:-] Also, currently taking some Fragile with you feels really good due to the chunk it eats from the opponent's HP bar. Sad to see that go, hope they'll actually keep the monster HP increase. Sometimes normal mobs have a ton of HP, but at least it breaks the "I'mma oneshot this"-flow the game is in most of the time when not fighting bosses.
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