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Things that aren't truly "counter-balanced"


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#1 Feuer

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Posted 08 April 2014 - 07:26 PM

So there are stats and features of the game that aren't fully counter balanced.

 

Before I start this, I'm going to state VERY CLEARLY, that I'm not proposing things be done about this right now. In the future, it could become a thing or modification but as of now, I feel it would be too much. This is just me noting a few things for future referance. Ok? Thanks.

 

Healing. What is it when it boils down to a feature.

Healing, is the counter-balance to damage. And what things must you consider in damage actions. Accuracy, damage amount, potential for critical. So you need to weigh in 3 factors for damage to occur. Damage can miss, it can be changed based on AP stats, and it can spike with criticals. Healing does not have these features.

 

Personally, later on, I'd like to see healing become a more dedicated role. And by dedicated I mean you need to factor all 3 tings that you would normally factor for damage. This would provide a truly dynamic and focussed role as a healer. 

Heal amount [the counter for damage amount] is affected by CHA / INT amounts. So this should not be changed. 

Heal accuracy [this is the new counter balance to damage accuracy]. Currently, every heal cast is a 'hit'. I feel this gives healing the advantage when countering damage.

Heal Critical [this is the counter balance to damage criticals]. Currently this is also not a factor. And I feel it should be. By the reduction of chance to heal with accuracy, I feel the benefit of a 50% bonus or even 100% [double] heal would provide a dynamic feel. 

 

So to Recap

Heal Amount = Damage Amount

Heal Accuracy = Damage Accuracy

Heal Critical = Damage Critical

This would fully counter balance healing, with damage.

 

The argument or debate I forsee is that healing is subject to mutes, stuns, sleep and other CC effects. However, all of those affects can also impact a damage class role. And it does so fully in both cases, making is a global consideration for both roles. Thats why I feel healing still has the upper hand when it comes to the counter balance factors.

 

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I'll leave this alone for now, I just wanted to point it out in general.

=========================================

 

Weight Carry.

This thing is useless with exception to Venders and POTENTIALLY farmers. 

I feel classes that carry large amounts of consumables + potions should have to factor in a weight carry amount. How many sets should you carry, how many food / potions or grenades. Etc.

It's not a big concern, I'm not even interested in it myself, but the fact remains, there are gems for it, and really no use for it at all. Especially since venders can void the weight carry with mounts. And farmers typically have a loot slave to hold weight, or use a storage coupon to stow the drops.

 

I guess for now that's all I wanted to point out. 

And like I stated at the beginning of the post, I dont think any of these should be changed atm, the games running relatively fine now excluding some tweaks and changes here n there. But it is something that could provide diversity later on. 

I know some peopel will see this as a Cleric nerf, but later on there will be more factors for healing then currently, and i feel then would be a good time to introduce these effects. Hence why I don't feel they should be added now, it may put too much pressure on clerics, which i don't want to see. 


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#2 iMatt

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Posted 09 April 2014 - 01:03 PM

the idea of critical healing sounds pretty interesting to me tbh - i would love to see different WAYS of playing cleric...the only difference you see these days are support clerics withs a, a shield or b, a magic tool (excluded minor things like sleep mute aoe pury blabla).

 

there should be different styles like

- a shield cleric which puts shields (lake mage shield) on allies with maybe a big aoe shield allie cooldown

- a normal cleric as we know it - maybe played as normal heal spammer or "crit heal" spammer which is then more luck/"CRIT %" based

- a "heal over time" cleric which basically puts heals with longer durations and probably positive effects like a +20%damage buff? on a target

 

...for me the current cleric tree looks very boring and one sided for support clerics...

(i exclude battle clerics - cause battle clerics suck in my eyes.)

 

 


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#3 Feuer

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Posted 09 April 2014 - 06:28 PM

Eventually the ideas of Support could be expanded on, and is something I've brought up a few times shortly. But If you look at games like WoW, Or LoL where you have many many different types of support, even though they all do essentially the same thing, they do it in different ways.

 

From personal experience I see the different types of "support" like ..

 

Damage Prevention -wards/bubbles-

Damage Reduction -spells that reduce chances to be hit/crit/increase def etc-

Direct Heals -like clerics now, instantly heal for x amount-

HoT's [Heals over Time] -we started to get one of these, the ..Restore? cleric spell increases HP regen by 2*CharLvL for 5 seconds.- But eventually it should be XXk healing over X seconds

Area Heals -these could consist of AoE effects of all types of heals, direct, HoT's, Reductions and Preventions-

Proc'd Heals -chance on being struck to gain xx healing / bubble / damage reduction etc-

 

I mean there are tonnes of healing methods, and I agree the healing tree is... pretty direct / linear. 

So yeah, I'm pretty sure eventually we'll get new healing types / support type roles etc. It's just always good to keep those things in balance with their counter-balances [being damage actions]. 


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