05-06-2016, 06:37 PM
As of late, we've had numerous Balance Fu topics concerning damage and how much one can survive. For instance, a request to lessen Lich's -HP/+FP racial because they have too little HP to survive for more than 1~2 rounds. Or how X skill does too much damage, and so on. It all runs under an overarching theme: "X will kill/die too easily."
Rather than stand and watch as we do the same balancing acts over and over again, however, I'd like to propose a potential adjustment that would be best seen in a test build: Make every variable that provides a linear boost to HP and FP is increased by somewhere between +50%~+100%.
To be more specific, by 'linear' boosts, i mean anything that isn't multiplicative. So while you'll get more HP/FP from levels and VIT/WIL respectively, Gigantic Gene will still only slap down a +10% HP bonus.... and by 'Test build', I mean we take the latest version of SL2, adjust all the linear values that increase HP and/or FP accordingly (or do a work-around, such as a 1.5x~2x multiplier between the subtotal HP/FP and further multipliers), couple all the current saves and run a temporary server to see how the new numbers work in action.
The idea is that, if everyone was given a greater margin for taking damage, high damage potential would not be a serious cause for concern, and those who are forced to go with relatively low HP (such as Lich) will be able to run without being a one-hit wonder in the wrong kind of system. Of course, such a change can cause a number of issues (largely with PvE), which is why I'm asking for a test build in order to see how much potential this idea has off of paper and what issues it would actually face.
Rather than stand and watch as we do the same balancing acts over and over again, however, I'd like to propose a potential adjustment that would be best seen in a test build: Make every variable that provides a linear boost to HP and FP is increased by somewhere between +50%~+100%.
To be more specific, by 'linear' boosts, i mean anything that isn't multiplicative. So while you'll get more HP/FP from levels and VIT/WIL respectively, Gigantic Gene will still only slap down a +10% HP bonus.... and by 'Test build', I mean we take the latest version of SL2, adjust all the linear values that increase HP and/or FP accordingly (or do a work-around, such as a 1.5x~2x multiplier between the subtotal HP/FP and further multipliers), couple all the current saves and run a temporary server to see how the new numbers work in action.
The idea is that, if everyone was given a greater margin for taking damage, high damage potential would not be a serious cause for concern, and those who are forced to go with relatively low HP (such as Lich) will be able to run without being a one-hit wonder in the wrong kind of system. Of course, such a change can cause a number of issues (largely with PvE), which is why I'm asking for a test build in order to see how much potential this idea has off of paper and what issues it would actually face.
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye