goldslayer1
Member
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@rabble yes but right now ED players are panicking PMing me saying that this system will be bad. this system simply makes it so that power builds (str builds and high energy builds) have less effect. not a nerf, but less effect if str BHs cant have enough energy to maintain their mass, they will sacrifice HP for more energy. comparing the current builds to this proposed system, a str massacre build would have to give up over 50 health in order to keep its requirements for the smoke massacre combo. at the same time, this made everyone else have higher health, meaning it wont be so easy for str mass builds to kill people like it is now. making it lower would make it easier for them ED's system also makes focus tanks OP. focus builds are least affected by this as they barely use energy. they will be "stronger" now that enemies have less HP (while they still have about 10 less hp) the system i propose, limits focus in the HP in order to maintain that focus. ontop of that its been long overdue for 6 focus, so putting it at this time would make it perfect as 6 focus builds would have a max of 93-95 hp under this system. yes battle may last longer too, but longer battles = more strategical ones. and the more Hp the less effect luck has. a single crit right now can take 1/3 to 1/2 of ur total hp. higher hp would reduce that effect, along with other luck effects such as deflects and blocks. ur knocking several birds with one stone. EDIT: (fixed some typos) also, this one is much simpler to do as u wont have to overhaul the stat system. quote:
(This is exactly why Agility was implemented). yes, but agility was simply overkill, agility made people hit more to higher hp builds, focus made them hit more to every build (this nearly doubled the extra hits to high hp) the players who used high HP to wear down enemies in beta used high support for field medic, field medic is now static and cant be improved by stats. and diminishing returns would be removed under this system. this way its 4 stats for a defense and 3-4 for a res. what does this does is, if battles do last 15 rounds, taking away for example, 2 defense (8 points) and putting it to HP would increase Hp by 24, if battles do infact last 15 rounds, the higher hp is taking 2 extra damage per round. hp to defense becomes a loss after the 8th round. after that, u lost more hp than u invested for taking it out of defense. secondly, wearing enemies down would be harder as energy will be limited. and bloodlust classes are less prone to be wore down, because when u keep healing, they keep attacking and gaining. if u stall, its only better for them. this is why its hard to beat focus BMs without a str build. they tank, they regain Health (and sometimes energy), and have massive damage output with DA and robot. and even then, if ur a strength build, they can still counter u with their shields. its a lose-lose situation unless ur draining his energy. or u can just come to a compromise here if u really feel this wont work. have 1 stat = 2 hp like it is now. 1 stat = 1 energy and leave diminishing returns. agility shouldn't be a problem since most builds with high hp are str builds and other builds with high energy. but personally, i dont think 1 stat = 1 hp is a very good idea. and neither do many other pro players who have been playing ED since early beta, and some are even in the current all time boards.
< Message edited by goldslayer1 -- 12/16/2012 6:35:57 >
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