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Rank: Soldier Main: Hober Mallow Level: 4921 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
What are the goals of the Class Rebalance?
I'm sure you've heard it before, or maybe even thought it, "Berserker sucks without modstacking!", "Speed Demon's evasion device is OP!", or "Gunner needs more single target damage!". Our goal with these changes is to make sure that classes accross the board are fun and viable in a variety of situations. As such, we're willing to look at everything including Focus Skills, Class Skills, Sub Skills, Adv Class Sub Skills, and Class specific super items/mechanics. Here are a list of the high level goals we have while doing these class rebalances.
With that out of the way, let's get to the specifics. What are the classes supposed to be like? What theme are we looking for? Recon Focus
Speed Demon Fastest class. High burst damage, great escape.
Seer Stealthy class. High burst, high crits, great escapes in certain places, good crit debuffing.
Feedback How do you feel about these classes, and this Focus? What's your take on the roles we have listed above? What are issues you have noticed? What are things you like? Try to answer these questions in specific context to the different "stages" of the game below:
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Wed Jun 19, 2019 12:30 pm |
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Contributor
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Rank: Soldier Main: Hober Mallow Level: 4921 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
_________________ http://www.starsonata.com/suggestions |
Wed Jun 19, 2019 5:35 pm |
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Team:
Rank: Officer Main: iwnh015 Level: 1506 Joined: Tue Jun 07, 2016 9:07 pm Posts: 176 |
MasterTrader wrote: Seer
Some games take on submarines in terms of balance involves
Correct me if I'm mistaken, but to me seer feels more:
The submarine analogy doesn't seem too close to seer imo. Maybe if there was an additional sub-layer in game space that seers could phase in / out of it would be closer, eg. only solar bodies and other objects in the sub-layer visible to an entity currently in the sub-layer. there are other ways this could be implemented. idk how closely to the analogy you want to go. |
Thu Jun 20, 2019 3:41 am |
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Contributor
Team:
Rank: Soldier Main: Hober Mallow Level: 4921 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
We do have a tentative plan in regards to cloaking and vision mechanics, you could expect Cloaks to always drop your visibility to a set number and the cost of using the cloak would depend on what your visibility was prior to activating it. This would mean Seers would by default have more efficient cloaks. At the same time, the cloak would be turned into something that you cannot engage in hostile actions from within, and you would not be able to immediately toggle it back on after engaging in a hostile action with another player.
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Tue Jun 25, 2019 8:55 am |
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