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veteran
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veteran
Joined: Jan 2009
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Such changes would have to be for a new game, as rebalancing that much would be a colossal feat. 1. Attributes - I generally think your changes to attribute bonuses are okay, but I dislike tying Memory slots to Intelligence. I also think removing critical chance is unwarranted.
- A total of +14 attributes. 10 needed to max one, leaving a whopping 4 others to spread around? That kills your system dead right away. That's not enough to do anything with.
- I am ignoring the existence of bonuses from items, because those are based on RNG and equipment changes often, so +bonuses cannot be relied upon.
2. Abilities - +12.5% for a maxed out skill is a really, REALLY slim amount. +2.5% per point invested is unnoticeable. Doesn't really seem all that worth investing in.
- I dislike how scarce and spread out you've made points. It will make character growth FEEL sluggish and dull.
- Retribution is still completely worthless. Enemies have a much larger HP pool than players. It should really be 20% damage reflected per level, not 5%.
- Interesting idea to change Willpower and Stamina to a simpler status blocker, so you can block between 1 and 5 times before something lands. I think this might be a neat idea worth looking into. However, because statuses are so important and so devastating, you've basically just rendered Leadership and Retribution as useless things no one will invest in.
- I would actually change the Willpower/Stamina thing so that by default all player characters start out with 2 of each with 0 points invested in them.
- A 10% boost in skill power is far too weak.
3. Memory - Tying Memory to Intelligence is not a good idea. Mages get to maximize their damage AND get more skill slots for free, but physical damage classes have to sacrifice their damage if they want to get skill slots. Completely unbalanced.
- You have rendered Master skills pretty useless by making them so rare and hard to get, and rendered Advanced skills for physical classes useless by making the INT requirements so steep.
- Under your system, it is literally impossible for a physical damage class to both max out their primary attribute and have more than 5 Novice, 4 Advanced, 2 Expert, 2 Master skills.
4. AP System Not really sure what the point of increasing the AP cap is if it only goes up by 2 with 10 points invested. Literally NOBODY is going to have 15 speed. Nobody. It's simply not possible.
5. Anti-CC System So permanent, always on, free CC removal? That's a no-brainer. I'll take two, thanks. A better idea instead of making them auras would be that they remain activated skills, you use them and they restore 2 points of CC armor.
6. Movement Skills Why not just prevent players from taking a second movement skill at all? Because you've now eliminated the entire point of having more than one. I don't like this change. It makes the combat much less dynamic and it makes it harder to compensate for cheating enemies.
Unfortunately, while the overall presentation idea has some good points, it's almost completely killed by your miser-like handouts of points. There's no way to spread points out or diversify, you don't get enough to try things out or experiment. This is a recipe for pure cookie-cutter builds.
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