He Who Lurks
Member
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Really, how many times have you seen a varium player usually have most of his/her stats contributed to support? We all know the wonderful advantages of high support and how it's almost second to none when it comes to stat preference, but we also know that high amounts of support can lead to "stat abusement e.e", such as but not limited to, powerful critical damages, unusual amount of deflections, and one of the most used 2vs2 skill for mercenaries, artillery strike. How do we balance support out you may ask, well I have a proposal for everyone but I'd like for you to understand something about support first. Support IMO, should be treated as a supplemental stat not a pure damaging stat such as strength which is somewhat a predecessor of support or vice-versa. Now, my proposal to this well known problem would be to have auxiliary damage only increase by increments of 5, not 4. Now don't freak out yet as I also propose to have auxiliary weapons increase by 1-2+ damage point and also there range of damage be 2-/2+. An example of this would be a mercenary with 70 support, and a auxiliary weapon of level 32 that deals 39 damage(Charfade's Bazooka) which the total auxiliary damage range would be 12-19 instead of it resulting in 14-17. Now your probably thinking what would be the point if the damage is exactly same in this scenario. I want you to think of a mercenary with 100 support this time but with my system this time. Instead of 25-30+37, you would have a mercenary with 18-23+37 auxiliary damage. You see that? Just after 30 points the mercenary has already lost 7 damage points. Now tell me what you think and I'll make existing changes based off of what you think. ~Edit due to the popular responses on how paragraphs are more important than discussing balance itself...(: I thought we already have a similar one, so let's just use in one area instead: A Comprehensive Balance Discussion. Thanks. :) ~AVA
< Message edited by AVA -- 2/6/2011 5:30:28 >
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