Xendran
Member
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Using a meme to devalue a persons suggestion is not being the mature person. Pretty much everything else about your post is correct but I'd like to elaborate on your point about the game becoming more luck dependant so people have a better idea of why exactly it would become like that. Realistically, the luck would be theoretically less overall in terms of raw numbers of these things happening, since every time you block, deflect or crit, you remove your block deflect or crit % from your next turn completely. This technically devalue every RNG element due to them being disabled on some of your turns, but that lost value never being compensated for. In reality though, the fact that you can lose a necessary block/deflection by getting one earlier adds a second layer of RNG. No longer do you just need to hope for a block, deflect, or crit, but you need it to happen at the right time. A couple examples of why this is broken specifically in epicduel is mainly related to the length of games, which is a consequence both of the inflated damage output of players and the defence/resistance system working on flat numbers rather than % (and a LOT of games you see with "flat" numbers are actually numbers being inputted into a formula to spit out an ending damage reduction %, generally logarithmic, whereas ED is straight up subtraction) Because of damage being so inflated, it would become the norm to do one thing and one thing only: Put EVERYTHING YOU CAN into making your strongest skill hit as hard as you can on a no-Dex buld, bait out a block and oneshot your opponent with berserker/whatever else. They can't even heal to recover it because you only did a measly random 15% damage hit and then thrashed them from basically max HP. This becomes even more broken if they do something like maul you and get the stun. You would have two turns in a row where you can't do anything about the damage, and there is NO WAY you're surviving a pure-str Maul-Berserker with 100% accuracy even if you have matrix up on a dex stack build. This is just one example, but there are many others similar to this that would be insane. I can tell you now that the meta this change would create would be the most extreme meta we've ever seen because the only way to counter this would be to stack absurd amounts of HP (stacking def/res will result in either one damage type completely slaughtering you, or you going hybrid and it being totally up in the air as to whether or not you can survive) and attempt to heal loop their burst until you're winning the Energy control game and lock them out of their skills. Even then, if it's a str build you're going to be getting hammered (literally) for huge damage regardless. The problem related to short games comes from just how much of your RNG chances overall you lose by removing your ability to perform one in a match that lasts 3 turns. Lets say you have a high block chance of 30%. If you take a strike first turn, a blocked strike second turn, and then get hit with an unblockable berserker third turn the loss of ability to block on turn 3 is giving your opponent an average damage output throughout the match of 240% rather than 210%. This discrepancy only gets higher with more dex and directly punishes dex builds and SEVERELY punishes any build that could theoretically get higher than 50% block rate. If you had 50% block rate, losing that 3rd turn block capability is causing you to take 200% damage instead of 150%. This means at 30% block you just gave your opponent ~14.286% More damage against you for free, whereas at 50% block you just gave them 25% More damage. Once you hit anything above 50% block rate (I understand this may be impossible, but im just extending it so you can see the effects) you start getting punished even more, because at that rate its required for you to get more than one block in a row at some point to maintain the average. This means that if you went above 50% block, you would actually block less than if you had under 50% block chance. That right there is straight broken, regardless of whether or not it's possible to get that much block % in this game. It shouldnt be *allowed* to happen even theoretically, and arbitrarily capping a system to prevent it means the system is bad. It's just a nerf to dex that gets worse the more dex you get, and is made worse yet by short matches, especially of uneven length. EDIT: This is also a good example of how similar systems can have VASTLY different implications. If you simply average out and change block values throughout the game to make it *unlikely* to block twice in a row, but not impossible, every issue above is completely negated, while still maintaining the strategic play used in the example above. The example above is actually a good example of the thought process we WANT players to be having, but there needs to be at least that risk there. That way you are making a calculated risk rather than exploiting the game mechanics to effectively cause your opponents stats to be lower than they really are.
< Message edited by Xendran -- 1/6/2016 19:49:32 >
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