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Proposed skolver balance change idea

11 replies [Last post]
Wed, 05/02/2012 - 16:05
Marcusspiralcus

Hello, I'd like to offer some suggestions to make weapons seem more balanced and interesting to use.

For the skolver line this armour line is supposed to exchange low(er) defense for high offense but in this case compared to armour like the cobalt line, these balances are heavily skewed and I feel that the pros far outweight the cons of the skolver line. I always felt like this armour was more suited to a more "bursty, berserker type player" so I wanted to incorporate aspects of those ideas into the weapon line. The proposed change I was going to make was have the defensive stats the same, but instead of a flat, static attack damage increase, that the passive damage increase can scale with missing health. So the more health you are missing, the higher the damage multiplier would be. Like say at 100% health there is no damage increase, but when you reach 75% health, the damage of your melee could be amplified by a multiplier of 1.1x for each piece of skolver, and the more health you are missing, the higher the damage amplification. This could provide an interesting dynamic and some choices on whether you want to play more defensively or utilize the damage bonus, with the higher risk of dying.

I feel that this change could be better suited for the line and provide more balance and less disparity between the usefulness of armours. Although I feel this armour would be too punishing on players who are good at dodging and not getting hit so they wouldn't be able to take advantage of the damage increase, those good players would still be good with another armour anyways, which could further diversify the armour we see right now.

What is your opinion?

Wed, 05/02/2012 - 16:26
#1
Pawn's picture
Pawn
+1

Really like it.
I anticipate the community will hate it though.

Wed, 05/02/2012 - 17:58
#2
Luguiru's picture
Luguiru
Beep boop

Oh, a thread to balance Skolver. Hopefully something is usefu-
"Skolver should work like Sacriers; the more you are hurt, the more damage buffs you get."
What is this, Wakfu/Dofus? More specifically Wakfu? The Wakfu Sacrier has its punishment/"Angrr" system as a passive instead of an active skill as it is in Dofus; basically, the more you get hit, the more damage buffs. All Sacriers raise health to be absurdly high to maximize efficiency of this system. Why is this balanced? In Wakfu all classes potentially gain health at the same rate, whereas in Dofus they have stat softcaps. With every level you get five points to distribute; Sacrier gets two health per point, everyone else gets only one. How is that fair? Sacrier needs three points to get one of any other stat, forcing Sacriers to dump all their stats into health to be tanks. Why should that not exist here? They have a level system which requires the character to gain levels and is not based on equipment rank, although equipment does give various bonuses; you have to build the character there, not exclusively equipment. How is any of this relevant? Wakfu/Dofus is based on tactically outsmarting the enemy/ies in turn based combat while Spiral Knights has real time combat where a split second can make a major difference. Why is it still relevant? The game mechanics are different. Spiral Knights completely relies on equipment buffs whereas in Wakfu you can raise almost anything by leveling (health, damage, critical, et cetera) without equipment.

Why should anyone read the above paragraph? The mechanics are significantly different, nearly opposite. Wolver/Demo/Gunslinger lines are designed to give generic damage/speed/other for one weapon type against all families, applying to six of eighteen potential scenarios while family specific buffs only apply to three scenarios (one family, three weapons). Instead of trying to mix opposite game mechanics, either buff the damage for the family specific sets or increase their defenses.

Wed, 05/02/2012 - 18:30
#3
Serell's picture
Serell
Derp ._.

"Skolver should work like Sacriers; the more you are hurt, the more damage buffs you get."
What is this, Wakfu/Dofus? More specifically Wakfu?"

Em...actually a lot games have classes like this, they're usually named "Berserker".

Now i do feel this would make Skolver more balanced, but IMO it does not look like the berserker type.
But, i would feel this would fit with the striker class in LD.
Implementing your idea and taking away the damage bonus from the striker class would be awesome.
Striker class could make a nice berserker IMO.

But Skolver... a berserker?
I just don't see it, but thats just me.

But it would be interesting to make a new berserker line....

Wed, 05/02/2012 - 19:14
#4
Alpha-Stevo's picture
Alpha-Stevo
@Serell

Dofus is an MMO created by Anakama, with Wakfu bein' it's sequel. Both game are SRPG's with a unique combat system. While both are heavy pay-to-play games, you can still play a small sum of the content for free.

The Sacrier class is the in-game berserker class, with the ability to become stronger the more damage it takes.

That's the idea behind this suggestion.

Wed, 05/02/2012 - 19:34
#5
Kive's picture
Kive
-1

I like my skolver armour the way it is, if they did balance it out then this is not the way to go. youre basically saying that YOURE TO GOOD AT THE GAME AND NEED TO GET HIT MORE. not unless we would get a mad stat bonus from being weak would this work. another question what would happen to the Snarbolax armour.

Nerfing one of the most used armours is a very thin line you shouldnt cross. besides lets not nerf but buff the things that arent as useful,that way everyone is happy

Wed, 05/02/2012 - 19:39
#6
Alpha-Stevo's picture
Alpha-Stevo
@Kive

So if we have over 100 weapons in the game,

And one, JUST one weapon, is overpowered and overused,

We should buff every single weapon to match it, rather than nerf one weapon.

Rather than take the work needed to make the one overpowered thing balanced, we'll overpower everything else.

Sounds legit.

Wed, 05/02/2012 - 19:42
#7
Trollingyou's picture
Trollingyou
-1

One of the points of this game is to not get hit and this does not cater to that. Even if this change were implemented, people would simply turn to snarbolax set instead. Skolver armor in of itself is not the issue anyway.

Wed, 05/02/2012 - 20:14
#8
Jmsa's picture
Jmsa
; _ ;

My reactions if this happens.
l
l
v
http://media.tumblr.com/tumblr_m1bphjqCoE1r42zmy.gif

http://media.tumblr.com/tumblr_m1bp86w9A41r42zmy.gif

http://media.tumblr.com/tumblr_m1bp7wHBEz1r42zmy.gif

http://media.tumblr.com/tumblr_m1bp91CreL1r42zmy.gif

Wed, 05/02/2012 - 20:37
#9
Serell's picture
Serell
Yes I know. Many games have a

Yes I know. Many games have a berzerker class that gets stronger the more it gets hurt. :3

Wed, 05/02/2012 - 20:41
#10
Serell's picture
Serell
Yes I know. Many games have a

Oops... double post ._.

Thu, 05/03/2012 - 00:05
#11
Niichi's picture
Niichi
Surely just dropping the

Surely just dropping the defences a little and removing the status resists would be enough to nerf them if need be? As mentioned earlier, Spiral Knights gameplay encourages not getting hit in the first place. Offense focused players shouldn't notice a significant difference if they're busy dodging everything anyway.

Maybe even a negative resist or two. There's a reason ones like the Chaos or Mad Bomber sets aren't mass used by everyone.

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