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(Reply to Dev) Why characters can feel really "samey" gameplay-wise
#11
I like how this thread quickly devolved to balancing.


Before I even start, no, we do NOT need Global Fluer. You can run basic attacks just fine without it. Stop trying to be slothful.


It's safe to say the only reason why everyone seems 'samey' is because it's quite easy to use the standard selected items and skills and slap favor text on them. I won't say 'Hey! You can't be creative with your stuff!' and all? I'd say yes, it's possible to be creative and still viable. To make a build that isn't easily copy able and unique to the character/class. (I’ve done this before)


Is it easy? No. It takes a lot of determination and tuning to do.


Keeping a theme and concept is hard due to the existence of other powerful builds. This is ESPECIALLY hard to deal with as a new player and often turns their minds away from PvP. That's just how it is. 


It's not hard to optimize what you have and try to adjust it or figure out what could be the problem and work towards fixing that but motivation to improve and time is needed for such, otherwise, people will just hop to another character or just drift away from the game.


Yes, it's not easy to have a powerful can-win all build to fit whatever theme you have going, it's just how games like this work. You have limited tools to work with when it comes to things like that.


There is either a fun way of doing things, which might not always be the most optimizable and there is the simple easier to put together and always win. 


One is fun to do/use but you will lose more than win...Which could bite you in the ass if event mobs were design to combat meta/high standard builds to pose some challenge...You just happen to get the short end of the stick.


The other is easier, a lot more optimized and you can always win but is very repetitive and fun sucking for both the player and the opponents.



It’s just the curse of being too competitive.



There is no need to add onto what's already in the game to throw things off balance as is. There is no point in 'let's edit stats!' or 'Make evasive tanker...Kinda defeats the purpose of a tank!'. Those aren't needed as it is already possible to do quite impressive stuff on the game. As it is now, it’s very much so possible to be tankier than the standard tank and have enough to evade decent basic attackers without the need of Ice point guard or Ring of pearls.

Yes there are evasive builds that does not need to build accuracy either.


The problem with the game is this because some stuff is viable over others. Some skills are worth taking over others while some skills are far too situational or has little to no usable whatsoever. I understand it comes down to 'Not wanting things to become a must get' but that ideal can only go so far.


I do agree with the others in the case of 'Yes, some items need to be looked over and updated' since viability at the moment does categorize itself by two things.


'Can I get high SWA with this?' (One to three-star weapons)
or
'This item effect/skill is viable for pvp?'


This is mainly a problem due to how similar in scaling each weapons can be. Why wouldn't I pick Sweeper over Great Axe? Why wouldn't I pick Fullgust over Fullurricane? They all have similar stats scaling but one is just better than the other. This applies to other items.


That's how the meta build/Item selection begins. 


As for classes, I'd say the newer classes/updates/reworks that have been coming out has ticks-off boxes on many different accounts. From brand new to reworked, they have been viable in spells and skills; providing at least two different play style. This only falls into one major problem.



'What combination/combo will win me the fight over all'. 


‘Which is simple enough and an easy win button that's really hard to counterplay.’ 


That's just a balancing thing that won't easily be fixed without over-nerfing something or over-buffing something. When that happens, people will buy fruit or LE or make a new character and move on to the next big thing then try and make sense of how they got to that point with their character. 


Situations like 'I was once a powerful earth mage...Now I'm a powerful healer...With lightning magic!' (How did we even get to that point...? In a few days no less?)


tldr: 

It’s possible to be unique, it just takes a lot of effort.


Changes to stats and some game mechs such as evasion and 'Global fluer' aren't needed. That would only throw the game balancing out of whack and cause more problems than help.


Items need to be updated to create more viable options and so on from scaling or even item effects/potential that makes them unique over the other items.


Class coming out recently has been pretty okay, just a little strong here and there but please keep it up; you’ve been doing a really good job so far. Other older classes just need a touch up/rework to provide more play style options.


Meta? Not much can be done about meta slaves. You just have to be creative and give in to the fact that someone will just run the newest and strongest unga build.
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RE: (Reply to Dev) Why characters can feel really "samey" gameplay-wise - by Senna - 05-06-2021, 06:16 AM

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