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Hit and Evade Options for Classes
#8
(10-18-2021, 07:45 PM)Jeff Wrote: If every build is forced to invest in SKI then you may as well scrap the stat, reduce total character stat points and give everyone the same baseline hit value across the board. At present it only gives the illusion of choice, and I think a system that forces all builds to do the same thing is a system that is poorly designed.
If every crit build needs to build guile to get crit damage maybe we should scrap the stat and return to base crit damage mulitplier

If every build uses aptitude maybe we should scrap that too

If every build uses a minimum amount of vit maybe we should scrap that too....


this goes on and on its a slippery slope.

the solution is making the hit formula less scuffed, not changing things. Minimum and maximum hit rates that the system can't push past based on cel and skill or  for god sake a fucking log curve so because the debuff/buff window is enough to cause a 100% difference.
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Messages In This Thread
Hit and Evade Options for Classes - by Senna - 10-15-2021, 09:40 PM
RE: Hit and Evade Options for Classes - by Snake - 10-16-2021, 02:14 AM
RE: Hit and Evade Options for Classes - by Jeff - 10-16-2021, 01:54 PM
RE: Hit and Evade Options for Classes - by Jeff - 10-17-2021, 12:35 PM
RE: Hit and Evade Options for Classes - by Senna - 10-17-2021, 07:30 PM
RE: Hit and Evade Options for Classes - by Jeff - 10-18-2021, 07:45 PM
RE: Hit and Evade Options for Classes - by Lolzytripd - 10-18-2021, 08:31 PM
RE: Hit and Evade Options for Classes - by Jeff - 10-18-2021, 08:50 PM
RE: Hit and Evade Options for Classes - by Snake - 10-18-2021, 10:52 PM

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