SUGGESTION: Skill scaling based on levels or stats

Discussion in 'Closed' started by Geyforlife, Apr 8, 2021.

  1. Geyforlife
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    Geyforlife Well-Known Member

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    Not sure about how feasible this is code-wise, but this idea was inspired by how battleship hp scales all the way to level 200, gaining 2000 hp per level. Perhaps we could apply this to increase the utility of real players instead of mules. For example, scale the duration of SE or SI to either level or stats. From, let's say a base of 2mins to 5mins for every level (3s per level) or 1second per 5~7 primary + secondary stat. Or perhaps the effectiveness of total crash, from 35% at level 70 to 100% at level 200 (0.5% per level). This could apply to other buffs like rage (higher wa at higher levels?) Or smokescreen (duration or cooldown scaling?).

    I also suggest scaling based on stat to make bloodwashed characters less useful whichever level they are.

    Goals:
    - encourage parties to prefer real characters instead of bloodwashed mules

    Potential cons:
    - make low level characters undesirable? To address this, maybe increase the activity required for low level players (i.e. shorter buff duration). It wouldn't penalise active players but would for buff mules.
    - does not address level 200 'mule' characters (I personally do not think this is an issue, because the player would have had to actually play this character before turning it into a mule)

    Disclaimer: I own level 200 characters. I own 'mules' that will eventually be level 200. I also own bloodwashed mules.
     
    Snake, Tsue, Damien. and 8 others like this.
  2. Cooler
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    Cooler Donator

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    Its a beautiful concept. Kind of like how if a mobs/bosses ranged attacks did less damage the farther away you are, it would perfectly solve all hp washing and ranged char issues while maintaining full core gameplay and difficulty.

    Maybe by the end of whatever job you're in, say at 120, (if total crash was maxed), then it would be at peak potential, same with other job brackets (10-30, 30-70, 70-120, 120-200), that way not everyone felt the rush to be 200 to be effective as much, that would scale down the low level woes you mentioned while keeping the same structure

    But this idea does reinforce linear builds and makes non-linear skills/builds possibly worse at the same time, and possibly encourages leveling constantly instead of feeling accomplished for maxing a skill.

    For muling I just think we need to give exception to boss mobs and how skills affect them, and make characters be the same level as a boss or within x levels of it, for certain skills to affect them, like crash or dispel
     
    Last edited: Apr 11, 2021
  3. Evan
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    Evan Donator

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    How would it help? It would just encourage ranged characters to wash so they can tank body hits so they can be as close as possible to maximize damage.
     
  4. Cooler
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    Cooler Donator

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    If a monster's ranged attacks*

    I edited my op.

    if boss/mob ranged attacks did less damage the farther you are, it perfectly solves the hp/class issue
     
    Last edited: Apr 11, 2021

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