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Join Date: Aug 2012
Posts: 855
# 95
01-02-2013, 02:13 PM
Originally Posted by mancom View Post
If one likes the idea of stacks and wants to turn it into a gameplay mechanics (avoid hitting the target with energy type X, then do a super buffed alpha with type X to power through it before it can fully trigger), it needs to be implemented in a different fashion.

E.g. a maximum of one stack can be gained per 2 seconds and the stacks drop off after a really short period of time, say no more than 10 seconds. This would allow for 5 stacks in a pressure damage situation.

Having it apply to max within the first 5 or 10 shots makes stacking quite pointless as a gameplay mechanic and having the stacks last 30s makes any gameplay centered around waiting for them to drop off impractical.

Another thing to consider:

These shields also come in [ResA] and [ResB] variants which provide an additional flat 15% reduction against 4 (?) energy types. Combined, this is a really big resist.

So maybe change the stacks so that it can only be 5 or 10 stacks max in total, over all energy types? This way one could counter these shields by diversifying one's weaponry.

What is the design intention here? What is the intended resist level? How strong is it supposed to be in comparison to resist abilities like EPtS, TSS, RSF?
Okay, I like your ideas better
ヽ༼ຈل͜ຈ༽ノ RIYOTT ヽ༼ຈل͜ຈ༽ノ: Have you wondered that maybe all the things they've added to the gaem lately is to literally make PvP unbearable? Because everything they've added has no use in PvE at all; we know the big boss hates 14 yo min maxers