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Balance Issues Still Needing to Be Addressed Before Rebellion

Balance Issues Still Needing to Be Addressed Before Rebellion

Update v1.3 (and its hotfix) addressed a lot of issues...many of those were relevant only for SP, but some were balance improvements that affect MP as well, such as the pact changes and the illuminator buff...

Let us assume in general that the pacts, envoy abilities, and illuminator are more or less balanced (though I am by no means claiming them to be perfect)...

The point of this thread is to discuss balance changes that have not yet been addressed by patches or updates but feasibly could...this is probably not the place to bring up major overhauls to the game or game engine...for example, a complete overhaul of mines is probably never going to happen in a patch and therefore probably not appropriate here...however, smaller changes like improving the domina subjugator would be appropriate...

Because these are considerations for a patch, they need to be feasible and easy to implement...so in general, small tweaks are what we're looking for...the first post (at least, the first by me) will indicate what issues I think need to be addressed and some relevant suggestions for improvements...I encourage others, particularly those familiar with MP games, to provide their own suggestions or bring up issues I have overlooked...

59,630 views 35 replies
Reply #26 Top

Vertigo: Wasn't aware it was an AoE...  That makes a BIG difference lol.

Domina: That's possible.  You can simply cause it to give itself a charging buff that lasts for five seconds or whatever after which it gives the buff to the target.

AF: that's true...  Why on earth isn't it passive then?  If the Kol is going to be one of the last targets (unless you really have that many bombers 8(| ), why does it need to be more invincible?  Given how worthless it is, it might as well be passive...  I think I'll do that lol...

POH: Is it even possible to freeze mitigation?  If so, go ahead, but I didn't think you could do that...  Also, does the invulnerable status prevent regeneration or just damage/healing?

Reply #27 Top

I'm not aware of any entity modifier that can freeze mitigation...there is a formula out there and with the perfectly calculated DPS you could keep the mitigation at the same level, but again that's going to be rather clumsy...

Having a charge up time on the domina's abilities is very interesting, never thought about that...I think I may have to try that one out...I'm assuming that the charge up is channeling still though (or maybe just interruptable)?

Reply #28 Top

Can you actually input a formula into a mod?  I've never seen that...

I'd say it would be fine with it both.  The main thing is that it no longer has to wait around for the main usage.  Honestly, turning to face would probably work so long as it doesn't have to stay aimed at the target the whole freaking time.

Reply #29 Top

In my changes to abilites and whatnot, I have found the POH, is best if you tweak it not to disable movement for allied units.

It allows you to eliminate the biggest problem with POH, it leaves your friendly units still S.O.L. when it wears off.

With movement not disabled on friendly units, you can semi save a Cap or what not.

Also Ive given the Domina's Perservance a Phase Missle block of 15%, it seems to help alot on Caps. Now combined with Sheild pact that 25% block.

Might seem high, but I also play DS where Vasari get up to 70% Phase missle bypass.

 

Dunvo's sheild Restore is fine IMHO. But if you add an AoE sheild restore over time for units around the primary target of the Sheild Restore, it makes this ability scale well with game and larger fleets. Combined with the Celio's Embolden units around a Kol( for example) who I use sheild restore can have around 7.5 sheild restored a sec for say 10 seconds.

I find it just enough to make sheild restore worth using.

 

There are a few other things Ive changed personally, Like Animosity and Subversion for example, I can share my thoughts If yall want.

Reply #30 Top

If it doesn't disable friendly ships, that would definitely be a huge buff to its usage.  Seeing as how you are using an Antorak, using the speed boost as well could easily be used to evacuate allied capitals...

Not really a big fan of the Domina blocking PM's, but that's just my opinion.

I like the idea of an AoE SR.

And please do.

Reply #31 Top

Quoting Volt_Cruelerz, reply 28
Can you actually input a formula into a mod?  I've never seen that...
End of Volt_Cruelerz's quote

No but there is a formula regarding current shield mitigation...it takes into account the current shield mitigation and DPS, then adjusts the shield mitigation accordingly...essentially there is a threshold where if so much DPS is done, shield mitigation neither goes up nor down...

In theory, you could have POH do that much DPS and therefore shield mitigation would not drop...but, like I said earlier, that's sort of clumsy...

Personally I'd rather make perseverance more flexible than more powerful...taking out channeling and a need to face target makes the ability easier to use...it already gives more hull regen than hoshikos and it also prevents disablement, so I think the issue here is utility, not power...it is for this reason I'm not sure I like PM blocking on perseverance, especially since it would (more or less) only be helpful for high priority targets like caps and SBs...granted, those are the targets (at least caps anyway) most susceptible to PMs, which is why I think many people favored this change to perseverance before we were able to grant PM blocking through techs....

UE_Carbon I would very much be interested in your ideas for Animosity and Subversion...

And just out of curiosity, how do you survive with a 70% chance to bypass shields in DS????

Reply #32 Top

It's 12.5 DPS that you have to keep it at btw.

I am okay with POH keeping mitigation constant.  Would the invulnerable status prevent an overTimeAction that dealt damage from keeping mitigation up?  Just wondering..  I'm fine with that, but I'm not so keen on Carbon's idea regarding the idea of allowing the target (if friendly) to continue to move.  I'm fine with the following, but certainly no more:

Enemy: Deals shield damage and disables while in PS

Friendly: Heals shield and keeps mitigation steady

Self: heals shield, keeps mitigation steady, and allowed to move

It makes sense to me logically that when used against itself the Antorak should be able to move in phase space, but at that point, the ability is getting to complex.  I want abilities that do one, maybe two things.  Not a plethora like the above would.

 

And I'm with Seluc in regards to the Domina.  Getting rid of channeling (discounting the proposed charge time of course) would increase the usability of it and so it would be less clumsy.

Reply #33 Top

Im not a Advent player. So with DS Im not sure how well the Advent do. But given that DS just amplifies what the game already presents...Though I dont see a blood fest with the 70% phase bypass. But feel free to ask an Advent DS player the details.

Anyhow...

The Domina's change I made pre new pacts. I thought the 15% plus the other buffs it does justified the channeling. Im not a fan of removing the channeling, ok maybe the face target but not the channeling. Advent has some strong overall battleball style ships/abilities/etc. The channeling IMHO strengthens the notion that an Advent fleet is suppose to ball up and outlast the horde. Im sure Im wrong in my observations, Im not a primary Advent player.

POH already disables/removes a ship from combat/heals/damages. It does what 4 or 5 other abilites already do. Granted they  are better but its an awesome varied abilites. Its downfall is that using it to 'save' one of your ships just doesnt work. Because it disables movement. If your fighting a losing battle and need to start pulling Caps and other high value targets out you cant. If you just tweak the targeting so that movement is not disabled on friendlies, this ship becomes awesome for last second saves. If your worried about it being OP'ed just reduce the speed while under the effect of POH.

Animosity wise, I just added a new buff to make X amount of ships around the Radiance Invunerable, while still taunting surrounding enemy ships. Maybe not anything balanced but I think it what that abilies needs. Some may argue that it needs a damage reduction element but with sheild restore and Vengance...or even add Malice, or Vertigo. The combinations already provided work.

Subversion, I made passive. Yes passive. It damages planet .5% of max HP every 5 seconds. Reduces ship building, increases damage structures take(not including SB's), and reduces income/resources. Again, might totaly bad idea but it works for me and my style of game.

There are I think a few more things I tweaked abilites wise. I also buffed scouts. I am a total supporter of 'battle' scouts. It curbs the LRF horde early game and promotes LF usage.

Another thing I'll bring up is if you change bomber armor to the same a fighters...you see the issue of bomber spam gone. Again Im in a minority that thinks SC should be treated like abilites/support. Not a critical element of a fleet, by critical I mean main DPS. I hate SC with a passion, the fact in team games you can 2 great mixed fleets having a great and fun battle and an ally can bring in 10-20ish Carrier Cruiser and proceed to decimate everything you own from the edge of the grav well. Its not fun gameplay IMHO. SC should be treated with care and not just thrown non stop into the meat grinder. They can add a huge tactical element, but I dont like their current iteration. But that just me.

 

Im not one to tell anyone what is best for overall balance. Im a modder, so Ive modded a few things that I thought made sense overall. Just another point of view for the eternal battle of 'game balance'.

Reply #34 Top

With that high a shield bypass, I have no idea why it wouldn't be a so-called bloodfest.  That much bypass is going to massacre everything else.  Not only that, but the mod also allows for a larger buff to PM damage itself, making them even nastier.

 

I just don't like the idea of allowing POH to allow friendly ships to run off because it seems to be giving the ability too many different functions.  Why can't enemy ships run off?

As for animosity, making the surrounding ships invulnerable is probably a bad idea...  I'd say it needs to focus on the ships it targets rather than the other ships in its fleet.  Perhaps it just needs a say, 10 DPS overtime effect on every targeted enemy ship or something...  Idk...  Something...

The way you modified subversion, it would be overpowered for general use.  While a passive Subversion isn't something I'm completely against, perhaps it would be better if the effects of subversion also affected the surrounding planets?  The idea here being that if you attack someone with an Antorak, they can just build ships from a planet back.  It could also be used as a defensive tool on border worlds by slowing the enemy production on their border world.  That I think would be a much better method of success than the current system or making it passive

Buff path as follows:

Antorak buffs planet

planet buffs own gravity well and surrounding planets

surrounding planets buff own gravity wells

 

As for SC, I've always wanted a Defense Cruiser that would be in the upper tiers to defend against swarms of SC late-game, but that's probably not going to happen in anything less than a mod or a sequel.

Reply #35 Top

My primary issue with subversion being passive is that it requires the marauder to be at the planet...I'd like to see an ability that truly allows hit and run tactics, where the marauder can jump in, activate subversion, then jump out...

However I do like subversion doing planet damage....a small amount perhaps, but any damage would prevent the planet from healing which makes hit and run sieges more effective...

POH allowing movement I think is...I don't know, it just doesn't seem right...if it repaired some hull it might be more useful (and therefore allowing movement would not be justified)...of course, the flip side of allowing it to do hull damage would require tweaking the AM costs/cooldown, which may or may not be desirable...