Again, as to the relative damage, I AM NOT SAYING TO DO THAT! It was about aesthetics with a general comment about good design thrown in which everyone has latched onto.
As to the concept of viability. First, story mode as is is not itself viable because it is ridiculously easy and gives no rewards (hence many of these ideas). So lets stipulate that story mode has its difficulty and rewards increased for the sake of discussion. Then, maybe I used the wrong word with 'viable'. My point was that other builds are MASSIVELY superior. So if a 'tank build can't be as tanky as a non-tank build' then what is the purpose of a tank build? And so why would anyone play it? And so it therefore isn't 'viable' in the way I am using the word. So ultimately the idea is to come up with some idea(s) that would make multiple builds that are all equally as good. If anyone else has ideas, please, contribute. But having one attribute from which all good things come is counterproductive. Everyone MUST maximize (until diminishing returns) that attribute, so any build/playstyle which gives an advantage there breaks things.
Would this necessitate reworking sets? Of course. Wouldn't be the first time that's been done.
As for classes, again, this would require some reworking. Again, not the first time. The comment on mages waiting for cooldowns misses the point. There would be some reworking such that the specials would deal on avg as much damage (with shorter cooldowns) as attacking with specials (with longer cooldowns). So it wouldn't effect leaderboards, it would just provide more ways to play. Same for BH. And it wouldn't be ONLY 3 spells to cast, you could sprinkle in some attacks. You just have to balance.
The point I am trying to make is that right now everything is lumped together and comes from one place, so there is no variety. If you rebalance so things don't all come from the same place you get variety, and you don't have to sacrifice performance.
As to the concept of viability. First, story mode as is is not itself viable because it is ridiculously easy and gives no rewards (hence many of these ideas). So lets stipulate that story mode has its difficulty and rewards increased for the sake of discussion. Then, maybe I used the wrong word with 'viable'. My point was that other builds are MASSIVELY superior. So if a 'tank build can't be as tanky as a non-tank build' then what is the purpose of a tank build? And so why would anyone play it? And so it therefore isn't 'viable' in the way I am using the word. So ultimately the idea is to come up with some idea(s) that would make multiple builds that are all equally as good. If anyone else has ideas, please, contribute. But having one attribute from which all good things come is counterproductive. Everyone MUST maximize (until diminishing returns) that attribute, so any build/playstyle which gives an advantage there breaks things.
Would this necessitate reworking sets? Of course. Wouldn't be the first time that's been done.
As for classes, again, this would require some reworking. Again, not the first time. The comment on mages waiting for cooldowns misses the point. There would be some reworking such that the specials would deal on avg as much damage (with shorter cooldowns) as attacking with specials (with longer cooldowns). So it wouldn't effect leaderboards, it would just provide more ways to play. Same for BH. And it wouldn't be ONLY 3 spells to cast, you could sprinkle in some attacks. You just have to balance.
The point I am trying to make is that right now everything is lumped together and comes from one place, so there is no variety. If you rebalance so things don't all come from the same place you get variety, and you don't have to sacrifice performance.
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