Lunia Square: How would you balance PVP? - Lunia Square

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How would you balance PVP?

#1 User is offline   kitty 

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Posted 05 September 2010 - 04:20 PM

If you're the one of the leading game designers, how would you change PVP in Lunia?

First, we should take a look at the problems.

Balanced Stage DPS is not the same as Balanced PVP. The problem people are complaining about is that the DPS in 1v1 PVP is different than in stage. The main problem here is that some characters do massive damage, small AoE, short duration vs characters that do mediocre damage, bigger AoE, and longer duration.(Or whatever combination)

I would probably design the characters so that these different types of skills mirror each other through the characters. So Siegs have crosscut, other characters would also have a similar crosscut, with some difference. To keep things consistent, I would probably have 50% of the skills be similar. The other half is more specialization which may have to be a case by case balancing thing (Sieg have a signiture move like DFist/ IH, and stuff).

The next problem is A S space/ Dashing. I like Sieg's and Eir's A S. I don't know about other characters, but it seems like a mess. Krieg's hammers can stun and his charge is faster than most characters, He's slow, but hes also fast with good range. Above him, there is ryan where he's fast and has more range than Krieg. Yuki's A S is also messed up. I know the spin melee is derived from eir's AAAAA but there is no delay after the spin making it unfair if you compare with Eir.

So just to start things off, just list some things you would like to change in PVP.

Sieg:

Add delay after Dash S. (Same as OB)
-Even though Sieg has extensive ways to combo, adding this delay will limit combos more. >AS AAAA give him way too much time for skill cool down.
-Less height gain from >>A. Not a big difference. It would be very minimal to make Windmill cancel more difficult. Windmill cancel would still gain height(still very minamal), but it has to be very fast. Windmill will still be good, but less good. Better than Asuka's.

Flash Fate
-Can only be canceled by pressing directions perpendicular of line of fire. (Bringing back side dash cancel)



Tia:
-Slide (Dash s) aoe is more narrow.


Mine trap: Remove this skill but if kept in...
Damage is reduced to a max of 300 per hit. Instead it will have more shots, each mine taking 4 hits until it goes away.

-----

ok im too tired adding later.
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#2 User is offline   Minuss 

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Posted 05 September 2010 - 06:08 PM

rollback it 11 months ago, buff eir.
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#3 User is offline   derangedcow 

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Terrible. Get Out.

Posted 05 September 2010 - 11:16 PM

too much to say!
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#4 User is offline   Damie 

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Posted 11 September 2010 - 07:52 PM

i think garfield realized and his mind exploded, thus giving the phrase "too tired, adding more later"
omg it's a cow

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#5 User is offline   TTiLove 

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Posted 25 September 2010 - 03:17 AM

One thing:
I think each character should have only like 1 invincible skill and 2 immobilization skills for countering your enemy (such as Sieg's Dfist or FDS which you need super timing, instead of Krieg's =.=") :smack:
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