Yes. Make them static.
No, 1.6 is looking like it will be good.
No, they can still make skills properly balanced after 1.6
None of the above
Does Massive just need to give up on trying to balance three trees and make skills static, allowing us to focus on damage or damage mitigation?
Then everyone would have the same damage/healing/damage mitigation from skills. The only thing differentiating players would be what they were using at a given time.
Or, do you think Massive can still get this balanced and make both PvP and PvE players happy?
Can they make PvP skill build users and PvP DPS users both happy?
Seems to me that simple calculations should balance out potential damage out put of each build, gun, talent, skill, attributes, ect. We have yet to see it because for some reason they always allow more OP items than others. Plus flawed thinking like comparing gun DPS to seeker mine DPS totally throws off any balance whatsoever.
It seems from what Gabe was saying in the other thread that skills are essentially and extension to grenades so why not treat them as such, standard damage, health, fire rate, and cooldown for everyone. That's not what I personally would like to see,I would love to see a time where i can counter dps build with skill, but not deal direct dps from weapons and know that i could be killed in 2-3 shots.
If only it were that easy. Balance issues crop up in almost every PvP game I've played. If it was really a case of simple math I think this problem would be a lot less frequent.Originally Posted by Bloodjen Go to original post
No, cheap skills should never be a total counter against a weapon build which requires skill to use. Skills should remain a support/CC feature.Originally Posted by teado25 Go to original post
Not only do most games with "skills" have a cool down on each skill but they also have some sort of limit to how many times you can use the skills till you are out of "skill power". Maybe they need to make the skills all have the same affect and damage and just increase the number of times you can use the skills based on the "skill power" you actually have.
- I suggest taking out the potency of the skills and cool down of the skills and make them all have a static values (set with no exception) as well as static values for how much skill power each skill needs to be able to be deployed.
- Everyone starts out with a base number of skill power which is actually a pool that your skills draw from
- You will have only so many times that you can deploy skills with the base amount of skill power and then there will need to be some method of charging you skill power back up (eg. similar to health and being out of combat for X period of time).
- The more you stack into electronics the larger your skill power pool is, so the skill doesn't get more powerful, you just get to deploy more skills then the base user. Nothing to balance there.
- In PVP there would still need to be some sort of Skill power user to keep heals going or you will eventually run out and likely die.
- there should not be any method of charging your skills during a PVP or PVE encounter with one exception, if you use a support station you would be able to transfer some of your skill power pool to the users within the range of the support station except yourself. Eventually you will run out of skill power to transfer to other as well. You cannot make something from nothing.
There would not be any one shot wonders or instant win buttons but if you time it right or are in a good group you could still finish people off with skills. This would also remove skill haste as a attribute on items to help balance out what the gear should be able to do for you. Skills will not be as spamable either, so they will be used more sparingly. Increased the challenge of PVP and PVE without increasing AI difficulty and figuring out how to balance potency of skill power and cool down of skill power and TTK. I would also suggest that they only way you can go Rogue is off of either a grenade or Gun Fire that way accidental Rogues will not occur with skills.
That's an entirely different game and would force a complete gutting of the game as is right now.Originally Posted by groff77 Go to original post
I disagree.
Its not entirely different, It just changes the was Skill power is used and how electronics affects it. Really its not a recreation of the wheel its more like aligning the wheels. Im not saying all games have it right that use this model but clearly Massive is having issues with all kinds of balance so this might be a solution that is doable to help with the balance issue. I do appreciate the comment though, everyone has a right to agree or disagree.Originally Posted by MDC_Postal Go to original post