Shadow7777777
Member
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It has been proven time and time again that Legendary Ranks are, let's face it, game-breaking. However, there has yet to be a suggestion for a reasonable solution to this problem (at least in my observation). The following is that suggestion. General: 1. Add a new achievement called "Legend." Starting at 1000 rating points, this achievement's value will increase by 100 for every 10 Legendary Ranks achieved. (ex. Ranks 1-10; 1000 rating points, ranks 11-20; 1100 rating points, ranks 21-30; 1200 rating points, etc.) There is no cap to the amount of rating points one can receive from this achievement, adding a small incentive to keep playing even after Rank 60. 2. Players over Rank 60 attain the status of "Epic Legend" (name subject to change). Epic Legends gain the ability to have a color-custom name and (maybe?) access to an exclusive shop. However, the items in the Epic Legend shop are only for aesthetic appeal/bragging rights. These items have no exclusive cores. Battle Advantages: Option 1: Bonuses Only This is the most simple option, most resembling the Legendary Ranks we have today. Primary: Decreases your target's chance to block your strike by 0.5% per point. Only affects regular strike. Does not apply to melee-based skills or cores such as Bludgeon or Hatchling Rush Gun: Decreases your target's chance to deflect your sidearm by 1% per point. Only affects regular sidearm shot. Does not apply to sidearm-based cores (or future skills) such as Azrael's Will or Icy Overkill Auxiliary: Decreases your target's chance to deflect your auxiliary by 1% per point. Only affects regular auxiliary shot. Does not apply to auxiliary-based cores (or future skills) such as Concussion Shot or Hair Trigger Criticals: Decreases your target's chance to deal a critical hit by 0.5% per point. Stuns: Decreases your chance to be stunned by 1% per point. Robot: Decreases your target's chance to block or deflect your robot's attack by 1% per point. This system does not grant an automatic win for higher ranks as the current system does, but it does drastically decrease your chances of losing due to luck. It still does provide a clear advantage for players with high Ranks, but this way, a Rank 1 has chance to defeat a Rank 60, especially if the Rank 1 has a better build, is more skilled, etc. Note: All of these bonuses can reduce your target's like below the minimum chance. (If your target has a 5% chance to block your strike, but you have the Primary bonus, your target's chance will be reduced to 0%, not the minimum chance of 2%). Option 2: Higher Bonuses, Added Drawbacks. Primary: Decreases your target's chance to block your strike by 1% per point. Increases your target's chance to deflect your sidearm by 1% per point. Increases your target's chance to deflect your auxiliary by 1% per point. Secondary: Decreases your target's chance to deflect your sidearm by 2% per point. Increases your target's chance to block your strike by 1% per point. Auxiliary: Decreases your target's chance to deflect your auxiliary by 2% per point. Increases your target's chance to block your strike by 1% per point. Stuns: Decreases your chance to be stunned by 2% per point. Increases your target's chance to deal a critical hit 0.5% per point. Crits: Decreases your target's chance to deal a critical hit by 1% per point. Increases your chance to be stunned by 1% per point. Robot: Decreases your target's chance to block or deflect your robot's attack by 2% per point. Decreases damage of robot by 1 per point. In this system, each bonus has the option to be enabled/disabled. This requires the player to really look at his or her build and decide which bonuses he or she really needs. For example, a strength user may want to activate the primary bonus, while a support user may want to activate the Auxiliary bonus. A 5-focus user must decide on whether or not he or she wants to have less damage for a much lower chance of being blocked or deflected, or have the same chance to be blocked/deflected with no damage penalty. Bonuses are highlighted in green and drawbacks in red to easily differentiate the two. Option 3: Higher bonuses, target receives bonus as well. Primary: Decreases your target's chance to block your strike by 1% per point. Decreases your chance to block your target's strike by 1% per point. Secondary: Decreases your target's chance to deflect your sidearm by 2% per point. Decreases your chance to deflect your target's sidearm by 2% per point. Auxiliary: Decreases your target's chance to deflect your auxiliary by 2% per point. Decreases your chance to deflect your target's auxiliary by 2% per point. Stuns: Decreases your chance to be stunned by 2% per point. Decreases your chance to stun your target by 2% per point. Crits: Decreases your target's chance to deal a critical hit by 1% per point. Decreases your chance to deal a critical hit by 1% per point. Robot: Decreases your target's chance to block or deflect your robot's attack by 2% per point. Decreases your chance to block or deflect your opponent's robot's attack by 2% per point. Like the previous system, each bonus has the option to be enabled/disabled. This system seems inherently useless, seeing as your target receives the bonus as well; however, this system is perhaps the most powerful of the three. For example, a strength user can activate the Primary and Secondary bonuses, and if his or her target is anything but a STR user, then the STR user has a large advantage, considering that most of his or her attacks are Primary/Secondary attacks. The same applies to support builds and robot builds with the Auxiliary bonus and the Robot bonus, respectively. Also, possibly decrease the price of each legendary point by 5-10k credits and refund already-bought legendary points accordingly (to prevent another enhancement-like rage among high-ranked legendary players). Furthermore, implement higher battle rewards for when players of lower ranks win against higher-ranked players. Credit to Lord Machaar for suggestion. Overall, I believe this is a reasonable solution to the Ranks problem. While high-ranked players do indeed lose most of their battle advantage, they still retain a good bonus and will lose considerably less due to "lucky BS." Furthermore, Legendary players receive an achievement and an exclusive shop to hopefully compensate for the loss of free wins against anyone 20 or more ranks lower than them. Will this balance the rift between lower and higher ranked legendary players? Have a suggestion of your own? Please post your thoughts below! EDIT: Considering the fact that this thread was deleted before, I have been forced to set a few guidelines for those of you who wish to comment. Firstly, all feedback should be constructive. Please do not go off-topic. Furthermore, if you disagree with my suggestions, please explain your reasoning behind your ideas and why my ideas would be detrimental to the game. Most importantly, DO NOT FLAME EACH OTHER. I would like to keep this thread civil, and again, ON TOPIC. I truly believe that this is the most important issue in the game that must be dealt with ASAP. I would like to keep this thread open, so please stay on topic, be constructive, and do not flame one another. Thank you. ^_^
< Message edited by Shadow7777777 -- 2/27/2015 21:58:22 >
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