J-Lewis
Edimmu Warfighters Gallente Federation
250
|
Posted - 2013.07.26 09:58:00 -
[1] - Quote
Nova Knife wrote:Ansiiis The Trustworthy wrote:Idea is good but the bonuses in the examples were overly distinctive. 50% bonuses seem rather big. But I always have liked the idea of suits meaning more. But then again this would mean a respec. Ideally, no one should ever need a respec after a proper balance pass. Problem is, we've never had a proper balance pass yet :P A respec might be in order before things get into a good place, but IMO if the balancing is done properly, the only people who'd want/need a respec are those who chase the perceived FOTM or 'god item'. (Which at that point, should not exist)
That situation isn't helped by the fact that the skill tree actively encourages players to put all their SP into one role/fit.
I'm not saying specialization is a bad thing, just that players should be forced to diversify their skill set to an extent to get to their desired specialization, so that when that specialization is no longer appealing (for whatever reason), making the switch to a new specialization doesn't feel like starting over, that the work invested before helps you get to the next big thing.
I've got a thread on this particular topic that I'd like your opinion on.
I think it's a combination of proper item balance (see this post too) and a better skill tree that will create a more variable and interesting game.
+1 |
J-Lewis
Edimmu Warfighters Gallente Federation
250
|
Posted - 2013.07.26 10:35:00 -
[2] - Quote
Nova Knife wrote:Django Quik wrote:It's a good idea in principle but in reality is something very difficult to manage. Not all stats are easy to compare - for instance, how do you balance changes in ehp to changes in speed? And other less obvious stats like profile signature? You can give scouts speed and lower profile but how do you then determine how much ehp this is worth? This is the big question, that pulls the entire concept together. I didn't feel comfortable suggesting those values without seeing what other people thought. Obviously some people place different values on different stats. But, if that point can be put into a nice place, and a consensus can be found, then this is by far the ideal option towards establishing a proper base line of power and survivability amongst suits, which sets them up to then be in a position to tweak weapons with something to compare their relative power to.
The easiest way to judge the value of incomperables (such as profile vs HP) is to think in counters, enablers and weaknesses. In other words, what is the play style? How much balancing for skill is needed?
Some examples:
What does a suit with high HP counter and enable? What is its weakness? It enables you to soak more damage, which works best against suits with low damage numbers, or it directly counters burst damage units who tend to have great alpha but poor sustained DPS. HP Tanks synergize well with support units who can keep them healed. The weakness of HP tanks is high sustained DPS units and whatever malus is imposed by their tanking methodology.
What does a suit with low profile counter and enable? What is its weakness? It enables you to pass below the radar of low scan precision suits, to perform surprise attacks on vulnerable targets. Synergizes well with burst damage, which makes it perfect for taking out medium-low HP targets such as snipers, support (new logis), Light AV, other stealth units, and so on... The weakness of stealth units is detection -- e.g. suits with good scan precision -- which ruins their element of surprise and usually turns them into high priority targets.
Which is more valuable? Well, they're incomperables, so they're about as valuable as each other really. How much each stat is tweaked isn't as important as what those stats enable. HP is a defensive defense stat, profile is an offensive defense stat. |