Posts: 2,016
Threads: 254
Likes Received: 198 in 113 posts
Likes Given: 70
Joined: Nov 2014
I see the same cookie cutter builds.
Glass cannons that get destroyed by tanks.
Tanks that float by on elemental attack and auto hits.
The middle ground where people focus around statuses that buff ALL stats and thus put a minimum amount in most of their stats.
My solution to this stagnation is to
A) reduce diminishing returns to half its current curve, Cap that curve at 50% effectiveness so that at the worst degredation of the curve every other stat point gives a scaled point.
B) Remove elemental attack from willpower, Change willpower and strength to apply penetration versus the effectiveness of Resistance and Defense at half the scaling effectivness, 80 Scaled Strength would negate 40 scaled defense.
C) Consider the validity of keeping aptitude or harshening its scaling due to the diminishing returns change.
This will bring a bigger sandbox for variety's sake.
•
Posts: 132
Threads: 23
Likes Received: 3 in 2 posts
Likes Given: 0
Joined: May 2017
This could work, until the eventuality of someone finding the meta within that new system; and then people cookie cuttering it. Unfortunately, there are people who will always find new metas, and when they do others will follow and copy. Cookie cutter builds will always exist, and it's a shame.
•
Posts: 2,016
Threads: 254
Likes Received: 198 in 113 posts
Likes Given: 70
Joined: Nov 2014
its a shame because you currently see Glass cannons beating balanced builds before they get their buffs up, Tanks wrecking the cannons, then the balanced characters getting their buffs off against the tanks and having a chance.
The main point is this would create breathing room for diversity if the tight leash of diminishing returns is loosened. The reason you don't see as many varied builds is because when pumping 20 more points into a stat past 60 might barely net you 5 actual scaled points.
A game to look at to see the stagnation of diminishing stats is the build meta of dark souls 2. Most people only took their stats to their soft caps.
•
Posts: 985
Threads: 153
Likes Received: 25 in 4 posts
Likes Given: 1
Joined: Nov 2014
A. Can you drum up some numbers on how this would play out?
B. Absolutely not. That just invalidates DEF/RES, which only exist to knock down the big damage done by people with big numbers. If those two stats need a change that badly, it should be a change to the effects of DEF/RES, not some overwhelming STR/WIL boost that'll cause a far greater glass cannon problem than you currently claim.
C. At this point, APT just needs to be replaced with 4 Stat Points per Level. 6+ Softcapped stats is nowhere near as busted as it might have seemed back then, thanks to fights coming down more to skills and equipment, leaving APT to do little more than stifle build possibilities. (yes, it gives an EXP boost, but that can be made up for in other areas)
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
•
Posts: 2,016
Threads: 254
Likes Received: 198 in 113 posts
Likes Given: 70
Joined: Nov 2014
A) 40-50 would give 9 points, 50-60 would give 8, 60-70 would give 6, 70-80 would give 5
B) Every two points of str/will would bypass a single point of % reduction, Items and classe can add to the total number of % reduction. I'd love to here an alternative that let these stats punch partially through defense that doesn't involve nerfing guile to justify giving strength crit damage.
C) I like your solution for APT.
•
Posts: 187
Threads: 35
Likes Received: 23 in 13 posts
Likes Given: 24
Joined: May 2017
"Lolzytripd" Wrote:A) 40-50 would give 9 points, 50-60 would give 8, 60-70 would give 6, 70-80 would give 5
B) Every two points of str/will would bypass a single point of % reduction, Items and classe can add to the total number of % reduction. I'd love to here an alternative that let these stats punch partially through defense that doesn't involve nerfing guile to justify giving strength crit damage.
Is it just me, or does this seem like it'll make things even worse? People would very easily be able to hit 60+ scaled in stats without as much investment as they do now, meaning there'll be more capacity for builds with murderously huge stats in everything to arise.
•
Posts: 4,146
Threads: 947
Likes Received: 1,336 in 522 posts
Likes Given: 465
Joined: Feb 2015
"GSM" Wrote:Is it just me, or does this seem like it'll make things even worse?
That's because it would, for the most part the game right now is just damage racing because people figured out how bullshit damage stacking is. Considering how Damage Stacking > DR Stacking by a huge load because of how math works.
This is only on point because if the game were to allow stats to currently stack higher, with the amount of people stack bonus stats in the first place (please take away well fed stats) you can easily achieve 60 in 3 or 4 stats right now, not even counting drastic costs like Ki Awoken and Death Knighting.
It'll only turn the game into a meta where damage racing is the only thing that matters, because once again math.
•
Posts: 2,016
Threads: 254
Likes Received: 198 in 113 posts
Likes Given: 70
Joined: Nov 2014
If we make all damage stacking additive instead of multiplicative ( as in all the multipliers add together to form a single multiplier instead exponentially more multiplying.) It would make high damage builds require sacrificing defense for accurate high damage, instead of just finding all the good multipliers.
considering how much its talked about I assume it would be fixed before this would be considered for implementation
•