Posted by: Rendar - 11-30-2016, 06:51 PM - Forum: Balance Fu
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You must have more FP.
So, Verglas fox tree. Aside from it having abysmally lower damage than pretty much any of the other possible trees at a higher FP cost by 2-3x... This tree suffers horrendously from the fact that it just doesn't feel good.
Icicle spear requires 9(10) momentum to actually use. Summon a pillar ( or crawling spikes ), IPG, then Icicle Spear.
This attack not only wastes 3m from IPG (unless you kept IPG up and just wanted to cross-map snipe someone. In which case, there are better options. It forces you to summon an ice pillar, or to just use crawling spikes. Which is HIGH on it's cost.
Here's an FP rundown of how much you have to use to use this attack once.
Pillar 10fp (can use crawling Spikes for 42fp here and get an attack in)
Guard 10fp
Spear 42fp.
So, in one variation, it takes 62fp to use this attack that does 110% wpn atk and 90% ice attack. In the other variation, you get to attack one extra time with crawling spikes (110% ice attack, 90% weapon attack) for an extra 32fp over the normal method. This is just assuming the last tile in the line is empty and that you have ICE POINT equipped anyways (SP and skill slots down the drain yo).
Now, this normally wouldn't be too much of an issue... but then you get to look at other base class skills. Peddling Wheel? 125% weapon atk. 18 fp. Same distance, moves you (nerfed to be stopped by immobilize but thats a story for another day)
Miu, a base class spell from mage ? 120% ice, 100% wpn atk, 18 fp (same range, same ice tile effect). The only difference is that it can be silenced, which is, personally, ignoreable for the purpose of this discussion.
Crawling spikes, a promotion class skill, takes over double the fp a base class skill costs, and does less damage. This is on a class that, generally, won't have too much in the way of FP because WIL is kind of a bad stat for them since Verglas (used) to focus on other shit. Ice attack? Skill. Most fist weapons? Strength (though one uses half WIL). The FP cost on this Crawling Spikes doesn't justify it's piss poor damage, nor how horribly it combos with the rest of the class (it's meant to be combo'd with cold front. We know. The damage there is shitty too).
That's the issue with Crawling Spikes. Icicle Spear is pretty much the exact same way. Except takes a shitton more momentum, and is pretty much never going to actually see the light of day besides maybe one gimmick build that consists of just watching the world freeze (alongside SL2).
So. HOW DO WE FIX THE THING?! Well. To put it bluntly, it needs a bit of an overhaul.
Fox tree shit needs to be thrown down in FP cost... well. Crawling Spikes and Icicle spear do. Fuck Expanding Ice.
Icicle spear should be able to be cast without IPG active. However it should cost the same FP as it does now and go on cooldown for 5 turns if used in that way.
IF You have IPG up, Icicle spear should cost half as much FP, and have no cooldown on it after you use it in such a method. (Possibly even have a lower momentum cost, but that's a story for another day).
Crawling Spikes will be fine if it's FP just gets reduced.
Now the Ice Point stuff. This is where things get TRICKY.
Ice Skate should be lowered down to 2m. Since it requires you to skate on you (or an allies) ice. It's relatively useless, but could be neat.
Ice Point should be considered a BEAR stance skill.
Ice Point Greaves should be considered a HARE stance skill.
Ice Point Guard should be considered a FOX stance skill.
What this allows for players to do is synergize the class better. (and this will actually nullify most of the grief about icicle spear being a huge-fuckin delay).
You want a 1-turn Icicle Spear? 3m Ice Point. 2m IPG. 2m Icicle Spear (7m)
Next turn? Ice skate (2m), Ice Point (3m), Ice Point Greaves (2m).
It creates a lot more synergy with the class. Also I've been rambling on a bit.
Gist: Make Fox skills have bearable FP costs, besides Expanding Ice.
Make Ice Skate 2m. Make Ice Point a Bear stance skill, Ice point Greave a Hare stance skill, and Ice Point Guard a Fox Stance skill.
Upgrade got revamped, but I didn't see it being special at all for Mechanations. So, following those other balance suggestions about funky 'teamplay', I'd like to ask if this would be much game-changing to have as a replacement for the olde' Upgrade's special interaction:
- When an ally engineer uses Repair on a Mechanation, they recover an extra of 1 + (rank)% maximum HP/FP. (Cannot be used on self, must be an ally.)
- When an ally engineer uses (any of those two upgrades) on a Mechanation, the duration is doubled. (Cannot be used on self, must be an ally.)
The other two upgrades are a bit specific, and need Guns to be used. So nothing we can salvage from them. How about it? A team of Mechanation and Engineer would be pretty cool to have for a gimmick.
TLDR Version: Can "Reuse and Recycle" apply to all bots and not just upgrades? Because Metalaegis and Medibot are now too prohibiteively expensive for lengthy BDPs unless the Engineer has Evoker-Tier max FP to make food good enough (And pure Genius no longer gives Will, on top of it.) This will not affect PVP balance at all, and simply make the Engineer a bit more sustainable in BDPs.
Reasoning:
I'm glad that Engineer got an update to have more going for it in PVP, but can we talk FP costs for a minute?
Old Engi: 10 FP to drop a turret, 10 FP to drop a metalaegis beside it to double it's lifespan, 10 FP for a medibot to further increase it = 30 FP for a defensive barricade the mobs could focus on while you shoot them from afar. (It was not worth it to almost double their FP cost for basically +8 damage, or enough survival to maybe survive one extra hit, etc, unless you were trying to use them in PVP.)
New Engi: It goes from 10/10/10 to 10/50/50. So basically, if you do that, you're out 110 instead of 30. That's a difference of 80 FP. While this is fine for a single battle, it adds up way too fast over the course of an entire BDP. Unless you, say, have spirit weapons or are running a Vamp Shell One Overcharge FP Battery as your other class, or something.
Whenever any of us enter combat it's usual a flat surface with some environmental features. I adore the space and the castle fights because the extra terrain makes you create better strategies to strike at your opponents. Honestly, this idea should be explored in other terrains but provide more of an advantage and disadvantage point.
Let me break it down.
Let's say we're fighting in the forest right? The forest has a lot of things that you can use to stop your enemies such as pulling back a branch and letting it go (If they have Heavy armor they would be technically immune to this, but to a mage it would hurt). Perhaps mud could appear randomly under the grass and it could slow down your movement. Environmental assets could make the game not complicated but more strategy oriented which by the looks of the game, is the base of it. All these builds, the numbers, the armor, the weapons etc. are all carefully planned to focus on aspects needed to tank, dpt, magic it up, etc.
Even grabbing a barrel and throwing it at the enemy to force them to go back a spot. Or better yet, this'll make a class like Engineer more used as well because the class is mainly camping and letting people fall into your traps. Most people stay out of an engineers range and destroy them from a distance.
The Arena and a desert should be mostly flat but having quick sand in a desert might make things...funnier...
(And before someone says this is to benefit myself. I have never played engineer not do I want to.)
So why not add more environment assets that we the players could use to our advantage to make combat for elaborate.
They need...something....
With the loss of upgrade from Engineer, mechanations lack any form of decent racial bonus.
They have 15% fire and ice Resist (these won't proc a resist) . a 25% lightning weakness.
Increased carry weight (dullahans have a better weight based racial and cool abilities) but we have banks for that
Increased install duration by 1 turn...so 1 more turn of having lower stats than I normally do.
Also with the end of racial growths theres not much differentation other than base states for mechanations.
With the new engineer update making guile the science stat, I feel that each mechanation type should have some kind of passive that scales on guile.
Also purchasable traits for mechanations that would represent upgrades for them.
and allow mechanations to craft mechanation weapons like ones from SL1
Medibot's description implies it can still heal someone for WIL*3. It cannot. Instead now it has potions (which are, while useful, not as advertised).
Turret's description implies that it is stationary. It is, in fact, not.
Bots can still not hit jack shit if the target has remotely any evasion.
Bots do not lose 25% of their HP whenever they take an action (and have 6 momentum. Meaning they can move and attack now).
Bots do not lose 10% of their HP whenever overclocked (as stated in the desc).
Overclock lasts for a number of rounds (that is never stated in the desc), before eventually running out. They still have the animation, but once it runs out, they no longer detonate on death, nor do they gain extra momentum.