Sidgil
Legacy Supporter 3
- Joined
- Jul 30, 2011
- Location
- Washington, USA
So right now, there is no critical damage factor, this is crucial for any rogue class archetype.
You see, typically it is the strong characters that wear the big heavy armors while the fast characters look for the gaps inte armor. The concept of these gaps is what crit chance is factored in for, it is the rogue's ability to dive in, find that spot and hit it, granting bonus damage to help bypass the heavy armor.
Now since armor is based off endurance, the rogue can get the stamina regen it needs for these feats and extra armor, making it even easier for them to get in. However we have no crit system, so it really like they become warriors with a different skill system. To put if frank: Lame.
My proposal is we make armor wieght Strength base and add in crit chance to agility.
How ti should be handled is on a class by class basis. Rogue classes get a greater beniefit for putting points in agility and thus get greater crit. While Warrior classes don't focus much on agility and thus don't benefit as well from it.
This would help make a variety in the way classes can be built. Imagine the Agile Dragoon, he would be fast, hit hard, but his abilities would be strength based, thus the class as a whole would be weaker, but the Dragoon could still do some damage.
What I am trying to say is it makes for more variety, makes the game more interesting.
Magic doesn't need crit chance, magic goes BOOM.
I would be happy to discuss this further and build on the concept if you guys would like, but I feel this is something you should take into consideration. Little changes like this can have a Dynamic impact on the game and help with balancing.
Speaking of balancing!
By not balancing classes at lower levels, you create a VERY UNBALANCED GAME!
Most players are not going to sit at max level for one, but at lower levels, when classes greatly out play others, it makes for a poor gaming experience, and thus loses you players. Its one thing to be killed by a higher level, its another to be killed becuase your class isn't maxed and there isn't anything you can do.
PVP should be more player skill dependent then level dependent. I'm sorry, but this version of PVP is just stupid. Its only fun for one party, while the other suffers,gets upset and LEAVES THE SERVER. I see it happen a lot. Games are supposed to be challenging, but also fun. We play them to relax, to enjoy ourselves, we should defeat the other players because of our skill, not becuase we are higher level then them.
You see, typically it is the strong characters that wear the big heavy armors while the fast characters look for the gaps inte armor. The concept of these gaps is what crit chance is factored in for, it is the rogue's ability to dive in, find that spot and hit it, granting bonus damage to help bypass the heavy armor.
Now since armor is based off endurance, the rogue can get the stamina regen it needs for these feats and extra armor, making it even easier for them to get in. However we have no crit system, so it really like they become warriors with a different skill system. To put if frank: Lame.
My proposal is we make armor wieght Strength base and add in crit chance to agility.
How ti should be handled is on a class by class basis. Rogue classes get a greater beniefit for putting points in agility and thus get greater crit. While Warrior classes don't focus much on agility and thus don't benefit as well from it.
This would help make a variety in the way classes can be built. Imagine the Agile Dragoon, he would be fast, hit hard, but his abilities would be strength based, thus the class as a whole would be weaker, but the Dragoon could still do some damage.
What I am trying to say is it makes for more variety, makes the game more interesting.
Magic doesn't need crit chance, magic goes BOOM.
I would be happy to discuss this further and build on the concept if you guys would like, but I feel this is something you should take into consideration. Little changes like this can have a Dynamic impact on the game and help with balancing.
Speaking of balancing!
By not balancing classes at lower levels, you create a VERY UNBALANCED GAME!
Most players are not going to sit at max level for one, but at lower levels, when classes greatly out play others, it makes for a poor gaming experience, and thus loses you players. Its one thing to be killed by a higher level, its another to be killed becuase your class isn't maxed and there isn't anything you can do.
PVP should be more player skill dependent then level dependent. I'm sorry, but this version of PVP is just stupid. Its only fun for one party, while the other suffers,gets upset and LEAVES THE SERVER. I see it happen a lot. Games are supposed to be challenging, but also fun. We play them to relax, to enjoy ourselves, we should defeat the other players because of our skill, not becuase we are higher level then them.