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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? Combat Focus
Berserker Main tank. High resists, high burst to gain aggro, low sustain.
Sniper Sustained DPS. Lots of damage from range. Specializes in physical/knockback.
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:
_________________ http://www.starsonata.com/suggestions |
Thu Jun 20, 2019 8:49 pm |
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Team:
Rank: Soldier Main: LemonPrime Level: 8117 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
zerker deals no damage without mod stacking, should have higher damage than sniper does straight up. maybe closer to SD levels of dps. could use slightly more tank but that's mostly due to ai being balanced around hypertank zerks
could also use some kind of rage/berserk mechanic based around taking damage and dishing it back out when low, or a lifesteal/dps boost when low. sniper is in a weird place. on runs its the highest sustained dps but requires engi/fc support to sustain dps. solo sniper feels bad due to lack of defense/mobility/stealth i'd like the one shot one kill motto to be more literal. the torpedo rework might be a step in the right direction. more damage/less rof, remove the elec tempering garbage. it's combat focus. the highest sustained dps class should not be punished for firing for extended periods of time. in general i'd like each class to have some unique mechanic: sd killstreaks buffing damage/shields/elec sounds good seers getting bonuses for successive backstabs or damage bonuses against lower health targets (think bloodletting of sorts, the more wounds the easier it is to finish something off) or maybe vulnerability to target on crit for squad debuffs zerker needs some kind of rage mechanic that builds off taking damage and can be unleashed for some kind of bonus sniper has analysis, that's fine. i'd like it to scale higher over longer fights tho, up to 5-10 minutes of analysis. _________________ Lemon/Meo |
Fri Jun 21, 2019 11:51 am |
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Contributor
Team:
Rank: Soldier Main: Hober Mallow Level: 4921 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
Quote: i'd like the one shot one kill motto to be more literal. the torpedo rework might be a step in the right direction. more damage/less rof, remove the elec tempering garbage. it's combat focus. the highest sustained dps class should not be punished for firing for extended periods of time. We probably won't do this as high aloha strike damage can schew things pretty hard. The higher the upfront damage able to be put out, the more likely people can just skip mechanics and intended play patterns of AI. Also, the reason Sniper gets +Electric Tempering is because the of amount of +Damage and -Rate of Fire they receive. Their bonuses actually result in a huge DPS increase with a significant increase to their DPE. The Electric Tempering increase is to reign that DPE increase back in. _________________ http://www.starsonata.com/suggestions |
Tue Jun 25, 2019 8:52 am |
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Main: The Colony
Level: 1 Joined: Thu Mar 14, 2019 12:53 am Posts: 5 |
Since we are reducing the effective combat range to within roughly one screen, having inane range on snipers seem a bit redundant. It will be a significant nerf to the class if the class was built on having 3k to 8k range and then effective combat range is reduced to 2k to 3k. Might want to have a tactical role of being almost a Berserker, or being a Berserker that a lot less efficient to heal if thrust into a position where it has to take damage.
As a combat class, Sniper should expect to be taking some hits. It should also be mobile enough to re-position itself if it needs to disengage. |
Thu Jul 11, 2019 4:35 am |
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