Monday, April 16, 2012

Make some of the equipment more effective.

Some of these items are a joke. No item should add 0.8% to something, it's useless and unnoticeable. I'd suggest the minimum an item should increase something is by 10%, that's a minor but slightly noticeable increase. Higher end the differences between the best items and easier to find items appear to be only a few percent. For the highest end items, instead of 20-40% I think it should be more like 50-100%, that would make them feel more powerful and less like cosmetic items.
|||While I do think 0.8% is too low, 50% and 4 items slots makes it totally imbalanced, to be perfectly honest. You are essentially making a unit 3x as strong as it is, and players not having such epic items would not be able to compete at all, no matter how good their macro is.
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Nobody is going to be competing naked against a level 40 character in epics though. I'm suggesting boosting all items, even greens, just not quite as much as purples. Also each slot usually boosts something different, except for health which might be boosted by 3 slots if you want it to, and archers get the arrow slot for a second damage increase.

End result is I think at 40 with full purples a unit should be like twice as powerful (instead of ~40% it is now), and with greens maybe 50-60% stronger. That's a 30% difference. It's meaningful, but not completely impossible to overcome. It should be hard though, because it's a game where they added gear rarities and that's what it's supposed to mean. If getting the best gear doesn't make you much more powerful than why bother?

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A 5% difference might be all that a progamer needs to get a big advantage. In fact, if you look at say the Starcraft balance changes, they tend to be something like 5-20%. This is still an economy RTS, and having better gear should not compensate for bad strategy and mechanics.

Say if a green boost 50% and a purple boost 100%, then the person with purple needs only a 150 pop army to fight a person with a 200 pop army, which actually sounds pretty broken to me, and this is not counting the multiplicative effect that you can get with 4 items.

|||There's already a pretty decent difference, again that's the point of gear in a game. Why have rare and hard to acquire gear if it doesn't provide an advantage. Matchmaking should look at gear anyway, I don't know if it does but it should. So it shouldn't have any effect in real PvP, everyone should be on roughly even ground. Mostly I'm suggesting this for PvE.

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