Other > Suggestions

Perks and Traits balance/rework

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avv:

--- Quote from: Solar on October 19, 2010, 01:41:43 pm ---That depends rather on how much AC you get ;)

I look at it more as making you seem more hexes away than you are. For example the current +5AC from dodger is the same as being 2 1/2 Hexes futher away than you really are.

I expect that after the changes you will be capable of significantly more than that effect, given appropriate invesment into it.

--- End quote ---

Still countered with >200 weapon skill. Which in advance encourages alts even more due to high skill investments. It's obvious that once people notice that there's some ac builds running around, they start upping their weapon skill% even higher.

Why not have a ac ceiling of about 30 - 45 and ac would work so that if someone has 10 ac, you can never hit him better than 85% (95 - 10). This way it would only work against those who decide to raise their weapon skills very high. If someone had 56% tohit, the 10 ac wouldn't affect it at all.

Lordus:

--- Quote from: avv on October 19, 2010, 02:03:50 pm ---Still countered with >200 weapon skill. Which in advance encourages alts even more due to high skill investments. It's obvious that once people notice that there's some ac builds running around, they start upping their weapon skill% even higher.

--- End quote ---

 I disagree, there is not a lot of SPECIAL/skill point to invest even if you have drug char. Defensive potential of high AC builds would be only on long ranges, low range builds (de facto burst build) will (i think) take toughness perks..

 Example: sg sniper at range 50, pe 10 and sharpshooter needs cca 222 skill points in SG skill. In current sniper x sniper is your defense agaist other snipers based on your luck => cripple/instakill ability. If you will invest your traits/perks/armor into the raising AC ability, you could create Anti-sniper long range build, that would dominate against basic snipers, but will be very vulnerable on short range because of absence of burst - defense abilities (DR/DT).

 I hope this will be the way, new possible build, not superhero, new purpose for leather armors and for abandoned perks/trait.

avv:

--- Quote from: Lordus on October 19, 2010, 02:56:11 pm --- I disagree, there is not a lot of SPECIAL/skill point to invest even if you have drug char. Defensive potential of high AC builds would be only on long ranges, low range builds (de facto burst build) will (i think) take toughness perks..

 Example: sg sniper at range 50, pe 10 and sharpshooter needs cca 222 skill points in SG skill. In current sniper x sniper is your defense agaist other snipers based on your luck => cripple/instakill ability. If you will invest your traits/perks/armor into the raising AC ability, you could create Anti-sniper long range build, that would dominate against basic snipers, but will be very vulnerable on short range because of absence of burst - defense abilities (DR/DT).

 I hope this will be the way, new possible build, not superhero, new purpose for leather armors and for abandoned perks/trait.

--- End quote ---

Honestly I didn't quite get it what you disagreed against. What you wrote about new build made sense but it didn't seem to be against anything I said.

My point was that if builds with high ac started to appear, people would be tempted to move even the last bits of available skillpoints in weapon skill to be able to hit with maximum potential. This means less skillpoints - if any - are available to crafting and utility thus encouraging alting. 

Lordus:

--- Quote from: avv on October 19, 2010, 03:10:16 pm ---Honestly I didn't quite get it what you disagreed against. What you wrote about new build made sense but it didn't seem to be against anything I said.

My point was that if builds with high ac started to appear, people would be tempted to move even the last bits of available skillpoints in weapon skill to be able to hit with maximum potential. This means less skillpoints - if any - are available to crafting and utility thus encouraging alting. 

--- End quote ---

 Well, i have different point of view on Fonline because of existence in PvP gang, so alting is regular part of my gameplay (but i try to minimize my alts numbers and because of mates and their crafters, it is possible).

 Current powerbuild creating: 0. (choose gameplay) => 1. choose weapon => 2. create build that could maximize benefit of that weapon.

 Because we know principles, most equations, resistance ... all of pvp gangs had reached best possible powerbuilds even after huge drug change since last wipe. And there is not many free skill points you have to invest, if you want to raise chance to hit possibility, if you have sniper build with 10 luck, you are not able to raise it above 240 if you still want at least one secondary skill leveled to usable level (doctor on level 100).

 So i think that there will not be masive rage quit to high INT => bigger weapon skill. It will be only way for part of current pvp players, but not all, but it would bring fresh pvp possible build.

avv:

--- Quote from: Lordus on October 19, 2010, 03:22:37 pm ---Well, i have different point of view on Fonline because of existence in PvP gang, so alting is regular part of my gameplay
--- End quote ---

I know, can't blame you or anyone else from how the game encourages us to play at the moment.

But when it comes to designing new features, it has to be taken into account whether we design features for current alt-dominated system or are we going to design them to not to support alts. Devs have already agreed that alts cause problems and shouldn't be encouraged so it's better to start developing features that no longer support them. 

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