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3/24/2012 13:23:16   
Stabilis
Member

I hear diminishing will be used to reduce the attributes of an abused stat... but to what extent? Too little and nothing will change. Too great and everyone zooms into Focus because Focus is the only stat where diminishing does not interfere as the stats of Focus are too low but Robot damage is still great.

What are your thoughts? The staff is working constantly, but do you think you can come up with a suggestion to fix stat exploits (stat abuse) for good?





For one point, when diminishing arrives I would like to see Focus as it's own stat, so it would also kneel to the effects of diminishing.

For Strength, it possesses 2 weapons for diverse damage, no cooldowns either. I would like to see either cooldowns on Strike or Sidearms move to another stat. This slows the damage down.

For Support, I would like to see it stripped of the chance (luck) effects such as critical hits or first turn. In turn Support can have it's damage abilities improved, possibly Support can have the Sidearm if Strike never obtains a cooldown. I would like to see the chance effects moved onto their own stat, Luck as a new stat to manage the chance effects individually without harming Support.

For Dexterity and Technology, I would like to see the defense effects (Defense and Resistance) split from Dexterity and Technology as their own stats as it is easier to control defense and offense when they are separated (Dexterity and Technology also improve attack skills).

I would take away stat requirements and adjust the stat progressions table to solve imbalance problems concerning the stats. I view stat requirements to bandaid hidden core problems in the ways stats work themselves.

Lastly I would like to see stat improving skills removed as an attribute of skills. Stats and skills should be separate. Joining everything together is pretty much working everything as one god stat.

Now we have 8 stats and everything is easier to control. Yeah, this is quite a bit of work, but what do you have to offer? Bandaids like stat requirements clearly do not solve the core problem. Why do I say this?... Why do we still have balance problems revolving around stats right now? Loopholes.




Now I want you to ask questions if anything seems out of place before you make false assumptions as you would obviously be a thread skimmer without insight. Off-topic harassment is not wanted and will be looked into. I say this from experience and the off-topic few people who bashed my last thread on artwork. Proceed with caution. Discuss like a civil person. There is no other way for me to say this.

Edit: Had a terrible headache yesterday, now I am good .

< Message edited by Depressed Void -- 3/24/2012 15:19:04 >
AQ Epic  Post #: 1
3/24/2012 13:32:46   
ND Mallet
Legendary AK!!!


Why do you not understand that removing skill improving with stats won't help prevent 5 Focus? Let me simplify it with a list.

1. 3k tech or 0 will give the same damage for all tech skills. No point in investing in tech after 45 unless I want to be a tank.
2. Tank builds: without stats improving their skills they fall behind in damage capabilities and drag battles out and will probably just lose in the end. No one goes tank.
3. No one is a tank so they either go 5 Focus or abuse Strength to get Primary damage and sidearm damage plus strength skills will still be affected by strength regardless.
4. Adding Strike cooldown will force Strength Builds to cease their builds.
5. No strength builds, no tank builds. Guess what's left, 5 Focus builds.

AQ DF MQ AQW Epic  Post #: 2
3/24/2012 13:35:15   
Rui..
Banned


diminishing is already inplay. 3 dex gives 1 defence at low level 4 and 5 at high level.

Insulting this feature more will get more focus based players inplay.

Moreover i have stated this on the balance discussion that the best solution according to me would be to add heavy stats requirements to skills.

I couldn laugh at that civil part. I have 2 live examples desperately trying to sabotage my thread he he.

On a serious note, when enhancements are the core issue why do they keep introducing items with higher enhance rates every month. The caterpillar and dark varium being examples.
Post #: 3
3/24/2012 14:53:43   
aomont
Member

Intriguing thread Void !
First
quote:

Now I want you to ask questions if anything seems out of place before you make false assumptions as you would obviously be a thread skimmer without insight.

Hilarious ! lol

- Giving luck its own stat, would need to put together critical, block, deflection, stun not only the ones under Support as they are all chance features anyway. Unless we made luck an almost all chance stat...;

- If we split stats from skills + split dext and tech from def and res + split focus from other stats + made Luck a full chance stat = dext useless. If we don't make Luck a full chance stat (as I think you suggested, correct me if you didn't), Dext would only be useful for block chance.

So I see some interesting suggestions but not all.
- No cool down for strike but I would move sidearm to another stat as well. Moving to Support would be fine unless we strip Dext of its attributes as I said above;

- I would not split skills and stats but we could make scaling uneven someway.
Take a BM for example: Strength affects primary (=Berzerker), gun and skill (Fireball). They all scale up at the same STR level what if they didn't ? What if, for example, after 82 STR you'd need to increase up to 87 to increase primary damage but to 88 for skill damage (fireball) and 89 for gun damage ? To have all of them increased 1 point, +2 stat points would need to be invested.
Yes, there would be a need for different stat progression tables depending on what would be affected by it but that could help we take care of the excess points available;

- No idea what to think about focus as a separate stat.
I hope to read more reasoning from the other members.
Epic  Post #: 4
3/24/2012 15:15:25   
Stabilis
Member

Quick responses to The ND Mallet Guy to explain my own suggestions:


  1. quote:

    3k tech or 0 will give the same damage for all tech skills. No point in investing in tech after 45 unless I want to be a tank.

    • Yes, I said that stats do not improve skills for instance Technology will not improve Plasma Bolt. I would like to make Technology more useful if we go this path, for example Technology could improve the damage of ranged weapons. Key point: I never said that I would make Technology useless. I also said that Resistance can be stripped from Technology.

  2. quote:

    Tank builds: without stats improving their skills they fall behind in damage capabilities and drag battles out and will probably just lose in the end. No one goes tank.

    • I do not see any problems there, unfortunately. I am not sure why you should believe that at the same a player should have great defence, but also a great offence? Please note that I have stated that Defense and Resistance are made their own stats, so tanking can be possible if allocating those into a build.

  3. quote:

    No one is a tank so they either go 5 Focus or abuse Strength to get Primary damage and sidearm damage plus strength skills will still be affected by strength regardless.

    • What about Support? And unfortunately, because such melee skills use the Primary weapon, something is channelled. We can, however, make melee skills fixed damage instead of channelling via Strength.

  4. quote:

    Adding Strike cooldown will force Strength Builds to cease their builds.

    • It would? I have never seen that happen, yourself? I stand strong on balancing the weapons by bringing their DoT damage output per turn closer together. Otherwise Strength is and always will be the most exploited damage stat. Without blocks it becomes sheer obvious. We should be thankful for Defense and Resistance.

  5. quote:

    No strength builds, no tank builds. Guess what's left, 5 Focus builds.

    • I would like to see how they disappear. I am certain that I said that we have 8 stats with my full suggestion in play, so Strength and Def/Res are still here. You find that only Focus builds in EpicDuel is a problem, I do as well. If you read the first short paragraph made, diminishing in my perspective powerplays Focus. If both sides relish Focus, then I can observe that there is a problem. However, if you did even see what I suggested in my first post... you would have seen that Focus becomes it's own stat nested among Strength, Dexterity, Technology, and Support. If you did not see that then you have exacted what I call thread skimming. When you skim threads you do not see the poster's insight, thus making false accusations. So, with this new model of Focus, there is no longer a 5 Focus, nor a 4 Focus, nor 3 Focus, nor 2 Focus, nor 1 Focus. Instead my Focus is levelled by stat progressions as does the 4 basic stats. There will be numerous options to play with even with my suggestion.


By the by, I found it inflammatory when you had stated, "Why do you not understand that removing skill improving with stats won't help prevent 5 Focus?". When I read that I questioned whether you intended to say this to make me agree with you or make me understand any better. Of course the answer is no.

< Message edited by Depressed Void -- 3/24/2012 16:49:18 >
AQ Epic  Post #: 5
3/24/2012 16:00:27   
Cyberbeast10
Member

quote:

or one point, when diminishing arrives I would like to see Focus as it's own stat, so it would also kneel to the effects of diminishing.

For Strength, it possesses 2 weapons for diverse damage, no cooldowns either. I would like to see either cooldowns on Strike or Sidearms move to another stat. This slows the damage down.

For Support, I would like to see it stripped of the chance (luck) effects such as critical hits or first turn. In turn Support can have it's damage abilities improved, possibly Support can have the Sidearm if Strike never obtains a cooldown. I would like to see the chance effects moved onto their own stat, Luck as a new stat to manage the chance effects individually without harming Support.

For Dexterity and Technology, I would like to see the defense effects (Defense and Resistance) split from Dexterity and Technology as their own stats as it is easier to control defense and offense when they are separated (Dexterity and Technology also improve attack skills).

I would take away stat requirements and adjust the stat progressions table to solve imbalance problems concerning the stats. I view stat requirements to bandaid hidden core problems in the ways stats work themselves.

Lastly I would like to see stat improving skills removed as an attribute of skills. Stats and skills should be separate. Joining everything together is pretty much working everything as one god stat.

Now we have 8 stats and everything is easier to control. Yeah, this is quite a bit of work, but what do you have to offer? Bandaids like stat requirements clearly do not solve the core problem. Why do I say this?... Why do we still have balance problems revolving around stats right now? Loopholes.


I feel that the solution to strength builds should only be done as a last resort. So I'm open to that possibility, but only if no better ones arise.
About creating the new stat: "Luck", I fear this may cause big problems seeing as it could be COMPLETELY abused to have insane advantages! A build being able to deflect/block/ and critical with good probability is something to be feared.

Your suggestion for DEX and TECH is also flawed as this would kill tank builds. People will either have to adopt a build with high strength and terrible defenses or a tank build with good defenses but terrible offense; and the existence of RAGE doesn't favor tank builds.

About taking away stat requirements: I'm not sure. It could open up new builds; but there was a time when there weren't stat requirements and I'm sure they placed them for a reason, right?

I can't agree with your last suggestion as it takes some diversity away from build making, even tho today is all mostly about strength. Maybe this would help tank builds as they don't have to dedicate stats or anything to skills; but this seems to cause more cons than pros.
AQW Epic  Post #: 6
3/24/2012 16:10:56   
Stabilis
Member

^

I will get back to you in exactly 6 hours and 35 minutes as I have to attend work.
AQ Epic  Post #: 7
3/24/2012 16:38:12   
Mr. Black OP
Member

quote:

I would like to see either cooldowns on Strike or Sidearms move to another stat.

You move sidearms to dex then high dex builds have incredible defenses, high chance to block, and now a weapon.
You move it to technology then TMs will just gun, plasma bolt, plasma rain, gun, plasma bolt etc so they will have 3 powerful attacks that are unblockable, they also have high resistance and a high chance to deflect also.
You move it to support then support gets two weapons, a chance to crit, a chance to go first and faster rage.

< Message edited by zman 2 -- 3/24/2012 16:39:39 >
Epic  Post #: 8
3/24/2012 17:00:02   
Cyberbeast10
Member

The more I think about it; the more I have to admit that Gun damage needs to stay on Strength. If you remove Gun damage from strength, then that stat will have the lowest benefits of all the other stats. What must be changed is how "Strike" works. I'm more inclined to agree with Depressed Void's idea of giving strike a cooldown, as it is the most simple and effective method to weaken strength builds. However, I am concerned as to how this will affect non-strength builds.

AQW Epic  Post #: 9
3/24/2012 17:16:46   
Wootz
Member

My anwser in short: No, I do not support this.

It would start a fire which would at the end destroy the game. Much like the Fallout series background.
AQW Epic  Post #: 10
3/24/2012 20:13:38   
Stabilis
Member

I'm on my work break lol lol, its funny how instead of people suggesting their own stat exploit plans, you do not ignore my suggestion, extreme as it may be, and use your efforts to take fire at me. Good job, now I see some of your true colours.

I hope that you are not discriminating me for surviving depression. Unlike some of you, I on the other hand when not defending my own crazy posts will consider/understand and see the light in others.
AQ Epic  Post #: 11
3/24/2012 20:41:20   
Cyberbeast10
Member

Well it is simpler to criticize someone else's idea, although suggesting another one is much complicated. Since you want to hear another person's idea; let me indulge you:

Fixing stat abuse is something very difficult since there will ALWAYS be something to abuse and while enhancements exist; their will be abuse. Obviously the best way to stop abuse from happening is to create a stat cap; but obviously this is something that is that will damage the game more than fix it. So I propose this...LET people abuse stats; but put in a negative penalty.

This is fairly simple; we remove diminishing returns and place negative penalty in the game, this is the equivalent of Agility for HP and serves the same purpose; not to limit, but make it undesirable to continue abusing a stat. This is the penalties I propose for each stat:

Strength: Abusing Strength will cause the Rage bar to progress slower. Excessive overuse may DISABLE the bar completely. (An alternative I propose is the placement of cooldowns or warm-ups on "Strike" should it be abused)

Dexterity: Abusing Dexterity will cause an a penalty on Resistance. Excessive overuse may AFFECT the Technology stat directly! (An alternative I propose is increasing the chances being Critical hit-ed with Auxillary weapons)

Technology: Abusing Technology will cause a penalty on Defense. Excessive overuse may AFFECT the dexterity stat directly! (An alternative I propose is increasing the chances of being Critical hit-ed with a Sidearm weapon)

Support: Abusing Support will cause a penalty in the effectiveness of all skills [including passives], except for support related skills -which will receive diminishing returns-. Excessive overuse may CANCEL out any stat bonuses from stats to any non-support related skill OR increase MP cost. (Alternative I propose is inflicting a general damage penalty on all moves except for AUX or support-skills)
AQW Epic  Post #: 12
3/24/2012 23:52:04   
Stabilis
Member

Okay, as promised, it has been 395 minutes since I promised to post again, so here it is:

Responses for Aomont:


  1. quote:

    If we split stats from skills + split dext and tech from def and res + split focus from other stats + made Luck a full chance stat = dext useless. If we don't make Luck a full chance stat (as I think you suggested, correct me if you didn't), Dext would only be useful for block chance.

    • I have gone in depth elsewhere (specifically the Balance Discussion) about the mechanics of this suggested layout; I have not stated all I have here, but if I could I would make Dexterity a pure accuracy stat. Dexterity would determine the chance to connect for Primaries and ranged weapons (excluding Robots). Dexterity would determine the chance to block and deflect/dodge as well. Aside from accuracy I have not given the stat any other practical use.

  2. quote:

    No cool down for strike but I would move sidearm to another stat as well. Moving to Support would be fine unless we strip Dext of its attributes as I said above

    • I am open for Strength to be balanced by either adding cooldown or extracting Sidearms, both do not have to occur, but I am fine with just one of the suggestions taking place, as you have conceded to letting the Sidearm move. The reason I said Strike could use cooldown, is because of the huge difference in DoT when comparing Primaries to identical ranged weapons.

  3. quote:

    I would not split skills and stats but we could make scaling uneven someway.
    Take a BM for example: Strength affects primary (=Berzerker), gun and skill (Fireball). They all scale up at the same STR level what if they didn't ? What if, for example, after 82 STR you'd need to increase up to 87 to increase primary damage but to 88 for skill damage (fireball) and 89 for gun damage ? To have all of them increased 1 point, +2 stat points would need to be invested.
    Yes, there would be a need for different stat progression tables depending on what would be affected by it but that could help we take care of the excess points available

    • This is a form of diminishing, or also known as adjusting the stat progressions. I am keen to agree with adjusting the table as I find that the equivalence between 1 stat point for offence does not equal 1 stat point for defence. I would like to change stat progressions so that defence can be invested in to cancel out an investment in offence if the stat numbers are the same. This would be a core sign of imbalance, at the roots of EpicDuel. A huge issue, when you look at it, 20 Strength may be equal to 20 Dexterity (nearly), but considering today's equipment, the one with 20 Strength may possess a 35 damage Primary whereas the one with 20 Dexterity may possess an armour with 10 points of shielding. 35 - 10 is 25, therefor the statistcal difference between offence and defence is way off. This is troubling.


Responses for Cyberbeast:


  1. quote:

    About creating the new stat: "Luck", I fear this may cause big problems seeing as it could be COMPLETELY abused to have insane advantages! A build being able to deflect/block/ and critical with good probability is something to be feared.

    • Wait! I know controlling solely luck in a stat may be bad, even turned away from most players, but the thing we have to consider are statistical limits. Limits are placed everywhere, and that is a good thing to stop stat exploits. For Luck, if we compare it to stat progressions, there is no advantage past a certain given value, such as Strength and Support not improving past 165. We can do the same for Luck. For an example, at the maximum given stat points, chance to go critical will not exceed 33%. Good news though, is that we have similar thresholds in play for luck already. One such example that we currently have is that deflection chances will not exceed 25%.

  2. quote:

    Your suggestion for DEX and TECH is also flawed as this would kill tank builds. People will either have to adopt a build with high strength and terrible defenses or a tank build with good defenses but terrible offense; and the existence of RAGE doesn't favor tank builds.

    • Killing tank builds? From your point that you have given I do not see any evidence of how tanks become obliterated. What you said was that people would require high Strength or high defences, but nothing about tanks being destroyed. A tank player is someone who can defend from high damage and still have more damage output than the enemy. From what I suggested and you pointed out, there is still the option to tank as simply a player would be required to allocate points to, for example, Strength Defense and Resistance, to be able to damage and take minimal damage. The weakness is that there is no weapon accuracy (from Dexterity), but also because the variability for damage is gone because it restricts the tank to only Primary damage than can easily be defended against by the matching element, Defense or Resistance... as seen in Defense Matrix or Energy Shield to reduce incoming damage to the minimum.

  3. quote:

    About taking away stat requirements: I'm not sure. It could open up new builds; but there was a time when there weren't stat requirements and I'm sure they placed them for a reason, right?

    • Stat requirements became more and more favourable prior to Focus. When Focus came, stat requirements slowed down but staff continued to implement them. They did this because they did not want to suffer Focus builds by making an item or skill requirement past 46 points, hindering the stat point usage of Focus players who have few extra points to spend after achieving the fifth Focus. After a period of hardship, EpicDuel will break when stat requirements on every little thing restrict players to Focus without options. And the problem is because stats themselves are broken, not the players exploiting them.

  4. quote:

    I can't agree with your last suggestion as it takes some diversity away from build making, even tho today is all mostly about strength. Maybe this would help tank builds as they don't have to dedicate stats or anything to skills; but this seems to cause more cons than pros.

    • Can you give me something to work with? Thanks. If it has many cons, I need to know, I am open to repair my suggestions if loopholes are obvious or imbalances are found.


Response to Zman:

quote:

You move sidearms to dex then high dex builds have incredible defenses, high chance to block, and now a weapon.
You move it to technology then TMs will just gun, plasma bolt, plasma rain, gun, plasma bolt etc so they will have 3 powerful attacks that are unblockable, they also have high resistance and a high chance to deflect also.
You move it to support then support gets two weapons, a chance to crit, a chance to go first and faster rage.


You move Sidearms to Dexterity and because in my complete suggestion, Dexterity has no attributes besides accuracy. This would bring it up to balance. But I would more support bringing Sidearms to Technology as it is reasonable, Technology determines the firepower. But also because it is balanced, as Technology no longer improves Resistance or Deflections/dodging. Therefor Technology now does squat (however I would like to make Technology control Robot damage while Focus controls the special ability + Robot accuracy), giving Technology the ability to improve ranged weapons would bring it up to the surface. Remember, I stated in my first post that Technology no longer controls Resistance, Deflections, and skills.

Response to Cyberbeast:

quote:

If you remove Gun damage from strength, then that stat will have the lowest benefits of all the other stats. What must be changed is how "Strike" works. I'm more inclined to agree with Depressed Void's idea of giving strike a cooldown, as it is the most simple and effective method to weaken strength builds. However, I am concerned as to how this will affect non-strength builds.


Oops, I have not mentioned what I suggested for Strength when it is stripped of it's exploitable functions. I would give Strength the rage attribute, to make Strength the ideal stat to crush protective tanks that otherwise defend from all damage aside from rage and critical hits. Strength would be used an offensive tool to output decent damage and counter defensive builds using different forms of attack such as Robots. I want to create as many potential build ideas as possible. In the thread I have started a short while named "Should Strike have Cooldown?" I have suggested a feature known as defending when, in the event that no possible moves are available, the player misses their turn, but spends that turn defending by reducing incoming damage by 50%. Defending is used to cover the player a little by giving them time to recharge a weapon or skill in cooldown.

Response to Wootz:

Not only am I not interested that you do not support my suggestion(s), but I am also bugged that you yourself did not post any of your own suggestions when I clearly stated 2 VERY important comments which are:

-The staff is working constantly, but do you think you can come up with a suggestion to fix stat exploits (stat abuse) for good?

and

-Now I want you to ask questions if anything seems out of place before you make false assumptions as you would obviously be a thread skimmer.

@Cyber,

When I have more time I will talk about your penalties to stat abuse because I have suggested that similarly before. :P

< Message edited by Depressed Void -- 3/24/2012 23:53:19 >
AQ Epic  Post #: 13
3/25/2012 10:39:39   
Cyberbeast10
Member

quote:

quote:

About creating the new stat: "Luck", I fear this may cause big problems seeing as it could be COMPLETELY abused to have insane advantages! A build being able to deflect/block/ and critical with good probability is something to be feared.


Wait! I know controlling solely luck in a stat may be bad, even turned away from most players, but the thing we have to consider are statistical limits. Limits are placed everywhere, and that is a good thing to stop stat exploits. For Luck, if we compare it to stat progressions, there is no advantage past a certain given value, such as Strength and Support not improving past 165. We can do the same for Luck. For an example, at the maximum given stat points, chance to go critical will not exceed 33%. Good news though, is that we have similar thresholds in play for luck already. One such example that we currently have is that deflection chances will not exceed 25%.


But the problem is the fact that a build can reach good probabilities! Blocking/Deflecting/Critical are things that can turn a game around; especially a critical. If probabilities are limited at a very low percent; then "Luck " will be an obsolete stat. On the other hand, if we maintain them decently enough; then the builds have some very good advantages!

quote:

quote:

Your suggestion for DEX and TECH is also flawed as this would kill tank builds. People will either have to adopt a build with high strength and terrible defenses or a tank build with good defenses but terrible offense; and the existence of RAGE doesn't favor tank builds.


Killing tank builds? From your point that you have given I do not see any evidence of how tanks become obliterated. What you said was that people would require high Strength or high defenses, but nothing about tanks being destroyed. A tank player is someone who can defend from high damage and still have more damage output than the enemy. From what I suggested and you pointed out, there is still the option to tank as simply a player would be required to allocate points to, for example, Strength Defense and Resistance, to be able to damage and take minimal damage. The weakness is that there is no weapon accuracy (from Dexterity), but also because the variability for damage is gone because it restricts the tank to only Primary damage than can easily be defended against by the matching element, Defense or Resistance... as seen in Defense Matrix or Energy Shield to reduce incoming damage to the minimum.


The bold part is exactly my point. If we split DEF and RES to a separate stat, there will be more points to distribute to defenses, and less points to add to offense means the tank doesn't have the likelihood of dishing out more damage than he/she receives. RAGE further worsens it because its designed to help defeat Tank builds. You also point out that a Tank builds most probable low DEX would cause low accuracy; further weakening Tanks from offensive capabilities. You also said the Tank would have to lose variability and focus on a primary that can be defended from.

You explained it yourself. Tanks need to be able to defend and deal more damage than their opponent(s), but they lack accuracy and variability making it easy to defend against them.

quote:


quote:

About taking away stat requirements: I'm not sure. It could open up new builds; but there was a time when there weren't stat requirements and I'm sure they placed them for a reason, right?


Stat requirements became more and more favourable prior to Focus. When Focus came, stat requirements slowed down but staff continued to implement them. They did this because they did not want to suffer Focus builds by making an item or skill requirement past 46 points, hindering the stat point usage of Focus players who have few extra points to spend after achieving the fifth Focus. After a period of hardship, EpicDuel will break when stat requirements on every little thing restrict players to Focus without options. And the problem is because stats themselves are broken, not the players exploiting them.


No comment.


quote:


quote:

I can't agree with your last suggestion as it takes some diversity away from build making, even tho today is all mostly about strength. Maybe this would help tank builds as they don't have to dedicate stats or anything to skills; but this seems to cause more cons than pros.



Can you give me something to work with? Thanks. If it has many cons, I need to know, I am open to repair my suggestions if loopholes are obvious or imbalances are found.


The game loses diversity because then people can't "customize" their skill further. People right now can invest on 1 skill without stat improvements to work as a minor back-up, can invest on a bunch of stats but not on 1 skill so they can use other skills without large MP cost (More options), invest both stats and skills for power (Less options), etc. Removing stat progression will make tanks stronger (but now, tanks need to invest on MP for power; more problems for them, see?) since they don't have to dedicate certain stats to make skills effective. On the other hand, every build suffers because they'll need to invest more points into MP or else their skills are weak, as well as dedicating extra skill points to a specific ability in order to make it stronger.

You will help tanks (A bit) and HP/MP spammer builds, but you will hamper everything else.
AQW Epic  Post #: 14
3/25/2012 13:21:29   
nico0las
Member

Well, one could simply diminish one stat according to the abuse of another.
For example, let's say I had 120 strength. Let's say I lost X amount of dexterity for each 4 points I raise my strength.
There, you could perfectly well have high strength, but you'd be far more vulnerable to attacks, and unlikely to block.

Another thing we could very well do is add some sort of "recklessness". Say I had 120 strength, well then every attack I would deal 10 damage to myself.
That way we balance it out.

It's not exactly limiting players to focus. You can choose to abuse a stat, but you must pay the price for it.

quote:

For Support, I would like to see it stripped of the chance (luck) effects such as critical hits or first turn. In turn Support can have it's damage abilities improved, possibly Support can have the Sidearm if Strike never obtains a cooldown. I would like to see the chance effects moved onto their own stat, Luck as a new stat to manage the chance effects individually without harming Support.


Although you have a good point, I'm going to argue against this because we can't have another stat. Not only that, abusing luck would be the most powerful build available. Having a high support/luck build would be a new beginning for the support mercenary. We already have sufficient difficulty with the stats we have, and adding a new one would simply mess things up. Lastly, support is a traditional stat that no one really abuses anymore. People have it more for focus than anything else. I don't see why it should be changed. The days of support abuse are long gone.

< Message edited by nico0las -- 3/25/2012 13:25:25 >
MQ AQW Epic  Post #: 15
3/25/2012 14:20:40   
endtime
Member

I think stat abuse is part of the game. If you make builds like strength BM/BH/Merc, caster TM, dex TM, supp TLM (which is mostly dead already), and the other fun builds die out, then everyone will have to be focus. Then what's the point in this game? Everyone would become the same thing. I don't get why the staff are constantly attempting to funnel people into the focus build. Focus builds are still relatively OP and unbelievably boring to use. Just release the amount of restrictions on builds and let the dice fall where they may. If every class has a fun fast build that can be countered by specific builds of other classs, then I don't really see the balance issue. For example, a caster mage might be good against other Mages, Supp builds, and non-strength BHs, but be weak against strength BH and CHs/TLMs/Mercs who effectively use EMP or atom smasher. The only thing I see being a problem now are dex CHs who have no weakness to other builds besides other dex CHs and perhaps really good tank CHs.

< Message edited by endtime -- 3/25/2012 14:26:41 >
AQW Epic  Post #: 16
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