Gameplay Changes (in General)


Godpanda April 1 2012 11:23 AM EDT

What would you like to see made to the overall strategic gameplay of CB?

To give you an idea of what kind of thing I'm looking for:

- Changes to the relative strength of melee vs ranged vs casters.

- An increased amount of armor or weapon based effects (For instance, more items that give their wearers something "new", like the tattoos, but for items)

- More skills

- More enchantments

- A change to how damage is calculated

- Changes to the cost of hiring/upgrades.

Get the idea? You can be specific, or general. Try to consider overall balance and a "priority" system here. Don't just list every cool thing you'd like, or if you want to make a list, make it in order of importance.


PS: This is just something I was curious about. I want to see where the "active" community is in their opinions of current game design and balance.

Demigod April 1 2012 1:05 PM EDT

Periodically nerfing/buffing items & traits just to mix it up. It will keep us focused on strategy, break monotony, and deter certain questionable strategies.

Kefeck [BlackSmith] April 1 2012 1:18 PM EDT

I think a good place to start would be to make more of the items from the store more viable similarly to the Heavy crossbow.

AdminQBGentlemanLoser [{END}] April 1 2012 6:28 PM EDT

I made my big list of things to change before I stopped fighting. It's still as relevant now as it was then. ;)

But I'll try to add some more, for funzies.

- Changes to the relative strength of melee vs ranged vs casters.

Yes. ;)

If you want a more indepth answer, Ranged is too powerful. Always has been, always will.

CB needs to decide (much like minion count) where it finally wants to draw the line.

Do you make Ranged attacks manditor? Or do you make them just a little perk, before the real action begins in Melee. Or you could merge the two types together.

- An increased amount of armor or weapon based effects (For instance, more items that give their wearers something "new", like the tattoos, but for items)

'Living' items. You can spend your XP on them, to make the grow. XP is removed if you trade the item (and returned to you. With a penalty).

- More skills

Intiative/Speed. Used to determin who goes first, round per round, rather than atacker then defender.

I've always wanted Endurance trained as a skill.

- More enchantments

Yes. ;)

Cause Fear back. An enchantment that reduces Physical damage by a %, much like AMF. But casues no backlash.

- A change to how damage is calculated

For UC. Reason is obvious. ;)

- Changes to the cost of hiring/upgrades.

Minion counts need to be decided as well. Is CB supposed otbe balance acroos the minion counts? If not, why not simply disallow single minion. Or have a NUB-esk banner shouting "SINGLE MINIONS ARE GIMPED!!!! USE AT YOUR OWN PERIL!!!!

AdminQBGentlemanLoser [{END}] April 1 2012 6:30 PM EDT

My old thread, again. ;)

http://www.carnageblender.com/bboard/q-and-a-fetch-msg.tcl?msg_id=0036lQ

AdminNightStrike April 2 2012 12:02 PM EDT

'Living' items. You can spend your XP on them, to make the grow. XP is removed if you trade the item (and returned to you. With a penalty).

Eh? This is going to need a lot more description.

Quyen April 2 2012 12:03 PM EDT

you can spend experience in a item, so it will "level up". when you trade, all the levels will be gone though. I believe thats what he meant?

AdminNightStrike April 2 2012 12:03 PM EDT

Intiative/Speed. Used to determin who goes first, round per round, rather than atacker then defender.

This conflicts with the oft-expressed desire to "fix" CB such that everything during a round really does occur at the same time. I was actually looking into doing that.

AdminNightStrike April 2 2012 12:04 PM EDT

An enchantment that reduces Physical damage by a %, much like AMF. But casues no backlash.

SS?

AdminTitan April 2 2012 12:05 PM EDT

Or the other 200 physical damage reducers, including EC, lol :P

AdminQBGentlemanLoser [{END}] April 2 2012 12:13 PM EDT

Living Items

for example a Living Blade. Starts as a Dagger, with dagger base stats.

Increasing the X and + takes XP (linear for X, non linear for +). At a specific size, you can choose to spend more xp to upgrade it to a Long Sword. Then an Elven Longsword, Vorpal Blade, BoTH, for example.

The XP is lost while that character equips the item, or has it in thier inventory.

If you trade it to another character/sell it, the XP is removed, and you regain an amount (say full xp spent minus retrain penalty).

Same sort of deal for armours. ;)

Initiative

Well, just a suggestion if we can't get all attacks to be simultaneous. Could be an intrinsic, could be a skill compared to Dex (like BL is to STR).

Cause Fear

SS is an ED something cast on your own team that can be removed by DM. Cause Fear would not only suck up a slot that would otherwise be used to defend versus DD (and in turn be reduced by your own DM) but as an offensive power, would have less counters.

SS is ok, but not really useful unless you're using a RoS and have a 400 AC minion. SS is really only there to let you hit physical damage immunity, not to provide a meaningful amount of damage reduction for 'light' minions.
This thread is closed to new posts. However, you are welcome to reference it from a new thread; link this with the html <a href="/bboard/q-and-a-fetch-msg.tcl?msg_id=003I0V">Gameplay Changes</a>