Other > Suggestions
Perks Overhaul
Drakonis:
--- Quote from: gordulan on May 11, 2010, 12:47:16 pm ---hey, we have guns, let them have superpowers
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you mean like "try to hit me with you 10% chance for success" superpower :D?
gordulan:
yes, will make it balanced in the comparison of minigunner builds, you have a 10% chance to hit the bastard with your minigun, which will end in him dying.
Admiral Zombie:
--- Quote from: FischiPiSti on May 10, 2010, 02:38:00 pm ---Did you thought this over? You cant target people in FOnline. You shoot someone at 20 hex, you gain 20 AC for example. But what about the other opponent next to you? Besides, calculating hit chance works just like that, the farther away, the more "AC" you get. Its just that AC is a global value having an effect on everybody whos targeting you. No, dodger has other issues.
Dodger is one of 3 primary defensive perks. Dodger, toughness, and lifegiver. Toughness has the same effect from lvl3 to lvl 21. That 5/10 DR is worth the same at all levels. There are armor bypassing crits and itemperks, but its still one of the best perks in the game. Lifegiver is also great, because over time - gaining levels, the gained HP makes the perk have the same value at lvl12-21.
However, if you choose dodger at lvl 9, you get +5 AC. You opponent has +5% miss chance but gain just one more level, and that +5 AC will most likely turns useless.
To fix this, i suggest to have an effect similar to lifegiver, add +AC for each level gained. Each level i increase my tagged combat skill by 4%. So to keep it balanced, i would say +4 AC/level would be just fine.
Example: You choose dodger at lvl 9. Encounter another player lvl 9, SG. He has 80% hit chance(without dodger that would be 84). Doesnt matter who wins. Over time, both of you gain 1 level each, you have +8 AC bonus by then, he puts 4 points in SG(2 because its most likely tagged). He will still have 80% hit chance. lvl9-21 that would be a total of 48 bonus AC. If its too much, then even +2 AC/level would be better then an instant +5. 12*2 would be +24 AC.
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As I gave a note, AC is not the correct term. Currently the farther you are from a target the harder it is to hit you. The spirit of the idea is to simply make it even harder, if it gives -4% i believe for each spot, then it would give -5% or -6%
The idea of gaining additional AC per level is a really good idea actually, however I would suggest bumping it up to level 12 requirement. Otherwise people will always grab it at level 9, and then grab lifegiver. I like the idea of making people make a hard choice, rather than clearcut choices. BTW your idea of 4 per level would mean when you grab it at 9 you'll have ~44 additional AC by the time you reach level 21. Thats a pretty big amount. I don't know if thats enough to be significant, or if it will be too much (hard to say considering some people get obscenely high weapon%)
The biggest thing i fear however is that it will simply promote people being pure combat classes and making a crafting alt. If its harder to hit people then they will simply raise their weapon% more and not pick up the crafting classes. Many do this already, but ideas that increase AC will simply promote more people doing this. This might be inevitable, but its something that should be considered.
--- Quote from: Ombra on May 10, 2010, 05:52:34 pm ---Rework on perks it's a long-date suggestion, obviously I agree, even if many others need reworks or different changes from that you've suggested.
Nope, I think it must add AC depending on how near you're to target or it's another cons for HtH players...
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Its only a con in that hth can't get the +5 base AC bonus, unless theres something i'm not seeing. If anything its a bonus to hth as they are much more durable as they rush up to their target. Once they're pointblank it won't help the HtH character much, but if the target has the perk then the perk won't help them very much against hth.
--- Quote from: Drakonis on May 11, 2010, 10:51:43 am ---hth players would have hth evade(reworked of course). If dodger and hth evade would stack at maximum for meelers it could get really overpowered
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It would be a very powerful combo, but remember this
If its the double AC thing then when the HtH inevitably gets closer to attack you, then he has lost all of the AC bonus (or lost the -% chance bonus, however oyu want to see it) Thats when he would be most vulnerable, when he's about to strike
If its the inverse ability then he simply has a higher AC at all times
But yeah, several of these ideas specifically had HtH in mind, and trying to give them a better chance. To me HtH characters are tanks for the most part, or at least give them the ability to reach their target half alive.
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