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  1. #28
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Seirra_Lanzce View Post
    Instead of removing the whole thing, i would say an adjustment/balance is in need. Say those basic attacks should consume little stamina comparing to a WS. Magic should use the same minimal stamina and still depletes MP.

    And they should add more cool animation in it.
    That's more or less pointless. IF you make costs of stamina minimal, then why have a stamina requirement at all.

    It's like having HP if every enemy does 1 damage to you. Eventually you'll be like, why watch the HP bar, ever.

    If you're going to balance the stamina bar, it's going to be much much much harder then that.

    Reason it's a complex and redundant mess. Not going to say removing it will solve all our problems, but it'll certainly make things tidy to balance.

    Quote Originally Posted by Vanguard319 View Post
    I like the stamina system, it's a thinker's battle system. It forces the player to think about thier next move and how to manage thier damage and skill usage. In some ways, it's like the heat gauge in the Mechwarrior series, you built a mech around ballistic weapons, (low heat) missiles, (mid heat) and energy weapons. (high to very high heat) You could group your weapons to fire in various ways, but you were always limited by the heat they generate, with penalties for overheating, ranging from reduced movement, to shutting down and becoming a helpless target, or my personal favorite, suicide from engine/ammunition explosion.

    My point is that both systems force the player to plan a strategy: For a certain target, do they use lo-stamina attacks for constant damage over time, and risk not doing enough damage? Do they use stronger skills that use more stamina, generate massive spike damage, and risk tiring? Or do they choose a middle path, mixing hi and lo stamina skills for optimal damage and stamina use?
    That's when the overriding strategy gets implemented. Speed is king, SPAM! That's what happens when you realized that quantity can make up for quality.

    tactical combat through micro management = 400damage
    Spaming = 380 damage

    Speed is, and will always will be an effective tactic, when it comes to these types of battle systems. It's not wrong, just boring.

    While it can be balanced, it's just a horrible mess to balance it with.

    You're going to have a super tough time balancing that. Do you make light attacks weaker? do you make healers most costly, do you make defend stronger, do you make TP more powerful?

    It's even more convoluted when you have every flexible skill setups.

    A choice between doing an attack or not doing attack? Brute force is mightily elegant.

    Ever seen the commercial where a guy is sinking in a sand trap, and his 3 friends are conducting a strategy meeting to properly save him? While the 4th guy grabs vine and throws it to him.
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    Last edited by kukurumei; 03-25-2011 at 01:50 AM.

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