Defensive Stats Redistribution and Balancing Plans

A place to discuss the various professions in EiF.
Anishor
Posts: 64
Joined: Fri Jun 05, 2015 10:14 am

Defensive Stats Redistribution and Balancing Plans

Post by Anishor » Thu Jun 29, 2017 6:44 am

Hello everyone, your friendly neighborhood Mace Windu wookiee Jesus here. Want to talk to you all about some plans of ours ( Hal's and mine ) for improving combat balance.

One of the complaints we've heard is how heavy loaded some professions are versus other, particularly in the realm of state defense. So I would like to layout some of our plans. One of our goals is to allow for more experimentation with builds.

MoB Resists Balance Pass will be implemented before the state defense changes.

1.) We are going to redistribute (socialism abounds run for the hills!) the state defenses in the following manner.

Each skill set will receive 1 Primary State Defense Skill for a total of 75, 2 Secondary State Defense Skills for a total of 50 each, 2 Tertiary Defense Skills for a total of 25 each.

Current Planned Distribution:
Pistoleer:
  • Primary: Blind
  • Secondary: Dizzy, Defense Versus Knockdown
  • Tertiary : Defense Versus Posture Change (Down), Stun
Carbineer:
  • Primary: Stun
  • Secondary: Blind, Intimidate
  • Tertiary : Defense Versus Posture Change (Down), Dizzy
Rifleman:
  • Primary: Intimidate
  • Secondary: Blind, Stun
  • Tertiary : Defense Versus Posture (Up), Dizzy
Fencer:
  • Primary Dizzy
  • Secondary: Blind, Defense Versus Posture Change (Down)
  • Tertiary : Defense Versus Knockdown, Stun
Swordsman:
  • Primary Intimidate
  • Secondary: Stun, Dizzy
  • Tertiary : Defense Versus Knockdown, Blind
Pikeman:
  • Primary Stun
  • Secondary: Defense Vs Posture Change (Down), Defense Versus Knockdown
  • Tertiary : Dizzy, Intimidate
TKA:
  • Primary Defense Versus Knockdown
  • Secondary: Defense Vs Posture Change (Down), Stun
  • Tertiary : Intimidate, Blind

2.) Increase the amount of secondary defense ( block, counter, dodge ) given in the master box so the total in the profession is around 90-100. This gives more choices because it makes the old combos less necessary for defensive stacking of secondary stat. This also means we're going to reduce TKA toughness to only slightly higher because their secondary will be closer to the cap.

3.) Skill Set Abilities that focus solely on applying a state are going to have their combat queue delay reduced as well as their damage being reduced to bellow an auto attack but have an increased chance of applying states, to around 140, which is slightly higher than cap. But fighting someone at cap will still a greatly reduced chance to apply ~ 40-50%. These specials will also have half their action cost removed and put into mind.

4.) Going to remove the chance to lower posture from pikeman meleeHit1-3.

5.) Give some other professions some more love for melee/ranged defense and toughness
For Ranged:
Pistoleer - high melee defense, low ranged defense.
Carbineer - medium melee, medium ranged
Rifleman - low melee defense, high ranged

For Melee:
TKA - medium Melee / medium Ranged / High Toughness
Fencer - high Melee / high Ranged / medium Toughness
PIkeman - medium Melee / medium Ranged / High Toughness
Swordsman - Medium Melee / Medium Ranged / Medium Toughness ( highest dmg )

6) Allow for specials to be used while berserking. Ensure Berserk and Center of Being cannot be used at the same time.

7.) Increase the Mind Cost for CoB. Decrease Damage While in CoB.

8.) Look at the defense modifiers for prone, kneeling. Might increase their ranged defenses to make the lack of mobility a better trade off.

9.) Ensure taunt works properly. Though Rescue will be the better tanking threat tool.

So, please leave me your thoughts. There are some technical hurdles I will have to clear before this goes live, such as making sure everyone gets their skills updated.

Genie
Posts: 50
Joined: Wed May 03, 2017 3:54 pm
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Re: Defensive Stats Redistribution and Balancing Plans

Post by Genie » Thu Jun 29, 2017 6:52 am

Does this mean Swordsman get Intimidate 2?
Image

Anishor
Posts: 64
Joined: Fri Jun 05, 2015 10:14 am

Re: Defensive Stats Redistribution and Balancing Plans

Post by Anishor » Thu Jun 29, 2017 7:04 am

No, swordsmen does not get intimidate 2. Also currently Intimidate 2 doesn't do anything other than have a higher chance to apply if I recall correctly.

Halyn
Site Admin
Posts: 275
Joined: Wed May 27, 2015 8:53 am

Re: Defensive Stats Redistribution and Balancing Plans

Post by Halyn » Thu Jun 29, 2017 7:04 am

Quick side note - I'm mostly turning the combat tweaks over to Anishor at this point. That's not to say he and I won't work together on anything or I won't have any input, etc, etc, but at this point I need to be able to work on other things if we're going to get new content implemented. Anishor will be the point man on combat changes going forward.

Anishor
Posts: 64
Joined: Fri Jun 05, 2015 10:14 am

Re: Defensive Stats Redistribution and Balancing Plans

Post by Anishor » Thu Jun 29, 2017 7:11 am

if ( wearing HeadWrap && player->getSpecies() == Zabrak ) then +500 to incap wall sliding.

Goleeb
Posts: 7
Joined: Wed May 03, 2017 8:19 pm

Re: Defensive Stats Redistribution and Balancing Plans

Post by Goleeb » Thu Jun 29, 2017 8:53 am

Can you look at block. The fact it keeps damage more consistent is awesome, but debuffs are still applied at full strength through block. For instance fire debuff applies as if it was an unmitigated hit when you block. It also makes things like disease, poison, and fire more likely to apply, because your secondary defense of block doesn't cause the attack to miss.

Changes look awesome cant wait.

Goleeb
Posts: 7
Joined: Wed May 03, 2017 8:19 pm

Re: Defensive Stats Redistribution and Balancing Plans

Post by Goleeb » Thu Jun 29, 2017 8:56 am

Anishor wrote:
Thu Jun 29, 2017 7:04 am
No, swordsmen does not get intimidate 2. Also currently Intimidate 2 doesn't do anything other than have a higher chance to apply if I recall correctly.
That might be a good reason to add intimidate 2 to the master of each melee combat profession, or to some of them. It seems like a QOL for PVE, but might be an issue in PVP. Though I assume intimidate will still be easy to reapply in pvp. Though not really a balance issue.

Bean
Posts: 74
Joined: Mon May 08, 2017 11:14 pm

Re: Defensive Stats Redistribution and Balancing Plans

Post by Bean » Thu Jun 29, 2017 8:19 pm

For simple utility, taunt could use higher range. It's useful for getting animals out of water, but a lot of the rivers, particularly on Corellia, are just a bit too wide for it to be used from shore.
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MasterZeuth
Posts: 16
Joined: Wed May 03, 2017 10:33 pm

Re: Defensive Stats Redistribution and Balancing Plans

Post by MasterZeuth » Thu Jun 29, 2017 8:43 pm

These changes seem pretty okay. I like this so far. How do the numbers look in terms of total damage mitigation when you look at TKA vs Fencer for example? IE: What's the real difference between Med/Med/High-Toughness and High/High/Medium-Toughness?

QRRegicide
Posts: 9
Joined: Thu May 04, 2017 1:11 pm

Re: Defensive Stats Redistribution and Balancing Plans

Post by QRRegicide » Thu Jun 29, 2017 8:55 pm

TKM is no longer worth it without the bonus toughness unless you give it access to multiple damage types and at the same time this change is implemented.

By loading up state based defenses in singles to the combat professions you'll be removing the ability to become tanky by using your points throughout multiple professions for benefit. We need more information. Where are these +75, +50 and +25 values going to lie? What boxes, will it be homogenized, what's the maximum you want players to be able to achieve for stat mods from JUST profession boxes. What value are you placing on tapes, do you intend to make them more or less valuable?

Please god get rid of Posture Change: Up, it's total junk. Riflemen already have a hard time being themselves, don't change the combat for everyone else and then continue to kneecap Rifleman.

I believe these changes are intended to make every profession good at SOMETHING, but unfortunately I believe it is going to shoehorn players who want any combat at all into maxing two entire combat professions (using all their points) and still having pretty serious wholes in their state-based defenses.

There isn't a way that I can read these changes in a positive light and I truly hope that you do a number of days of testing greater than or equal to life of the server to this point because I am worried that when these changes get implemented, if they're only tested by a handful of people, you're going to kill your server.

These don't feel like these changes are designed to allow me to play whatever combat profession I want and tailor it to my playstyle, these changes will seem to force me to pick a combat profession that meets my playstyle, and I was under the impression that was the exact opposite of what this server was trying to achieve.

What do you want players to be able to do, how strong do you want me to become (and with how much work)? That is the biggest question that I have yet to get an answer to. Where do you want player strength to be and how much do you want it to vary. And which would you like it to vary with most, time, effort or build?

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