Currently, there is trend for "TP spam" exp parties, where every frontline fighter and physical ranged weapon user simply use his weaponskill (WS) individually instead of combining them to form skillchain (SC) and open opportunity for magic burst (MB). This is so common and effective now that the skillchain + magic burst system, which requires higher player skill and knowledge as well as party cooperation, is rarely used in pick-up groups anymore.
While the game should allow for multiple ways of gaining experience points, it is a shame losing this aspect of cooperative play.
Will S-E encourage the return of skillchain + magic burst? To be more specific, will S-E adjust battle mechanism, monsters, and more to make the trade off's between "TP spam" and "SC+MB" styles more balanced?
One style should not be overwhelmingly preferably compared to another; parties should be made to consider the decision carefully--both TP spam and SC+MB should have considerable pro's and con's to them, and both should be workable with the right party setups.
Since TP spam is decidedly easier and requires less cooperative play skills, the game should reward SC+MB with significantly better damage output by comparison, taking into account of "excess" TP some members may have while waiting on skillchain partners.
To that end, I'd like to propose investigation into the follow measures:
1. Make the skillchain effect (Distortion, Fusion, etc.) more damaging; consider adding both weaponskill's damage together in calculating the maximum damage. Also, make equipment to increase skillchain effect's accuracy and/or damage available and widely so at low levels to entice parties to start using SC's as early as possible.
2. If Trick Attack is used to close a SC, assign the enmity from SC effect's damage AND all magic bursts' damage to the trick partner. Besides a safety incentive to use MB's, this has the side effect of encouraging the use of Trick Attack--more party cooperative play.
3. Increase the bonus to magic damage and accuracy during the MB window. Maybe even add duration and potency to enfeebling type magic/song/ninjutsu used during the window.
4. Shorten the time allowed to continue chains at higher levels when killing T and VT monsters, to highlight the advantage of SC+MB for parties for its spike damage output. (The time constraint should remain at old values for solo players, and gradually tighten as number of players in party goes up.)
5. Increase and re-balance the difficulty of the monsters popular for exp parties, especially in ToAU area, where exp bonus is available from Sanction. (Different monsters should be toughed differently, of course, to add variety. Higher HP, more defense, multi-hit AoE attacks, status effects, smarter mob behavior, etc.--lot's of combinations are possible) Again, this is to highlight the advantage of higher damage from SC+MB.
6. Lower the damage potential from weaponskills, especially the mult-hit ones. (Nothing too drastic, as this will create an uproar--just a slight tilt to make SC more appealing.) Perhaps a 5% decrease to Attack rating for each successive "swing"? (e.g. For Rampage, the five strikes would be at 100%, 95%, 90%, 85%, and 80% of the player's Attack rating at the time the WS is used.)
The rule of thumb should be that the lowered damaged should be noticeable without being crippling, and any damage lost should be more than by the damage from SC effects.
Many small adjustments on different aspects of the game is preferable over a drastic change in any single area, and they should be applied over time and readjusted with community feedback.
While the game should allow for multiple ways of gaining experience points, it is a shame losing this aspect of cooperative play.
Will S-E encourage the return of skillchain + magic burst? To be more specific, will S-E adjust battle mechanism, monsters, and more to make the trade off's between "TP spam" and "SC+MB" styles more balanced?
One style should not be overwhelmingly preferably compared to another; parties should be made to consider the decision carefully--both TP spam and SC+MB should have considerable pro's and con's to them, and both should be workable with the right party setups.
Since TP spam is decidedly easier and requires less cooperative play skills, the game should reward SC+MB with significantly better damage output by comparison, taking into account of "excess" TP some members may have while waiting on skillchain partners.
To that end, I'd like to propose investigation into the follow measures:
1. Make the skillchain effect (Distortion, Fusion, etc.) more damaging; consider adding both weaponskill's damage together in calculating the maximum damage. Also, make equipment to increase skillchain effect's accuracy and/or damage available and widely so at low levels to entice parties to start using SC's as early as possible.
2. If Trick Attack is used to close a SC, assign the enmity from SC effect's damage AND all magic bursts' damage to the trick partner. Besides a safety incentive to use MB's, this has the side effect of encouraging the use of Trick Attack--more party cooperative play.
3. Increase the bonus to magic damage and accuracy during the MB window. Maybe even add duration and potency to enfeebling type magic/song/ninjutsu used during the window.
4. Shorten the time allowed to continue chains at higher levels when killing T and VT monsters, to highlight the advantage of SC+MB for parties for its spike damage output. (The time constraint should remain at old values for solo players, and gradually tighten as number of players in party goes up.)
5. Increase and re-balance the difficulty of the monsters popular for exp parties, especially in ToAU area, where exp bonus is available from Sanction. (Different monsters should be toughed differently, of course, to add variety. Higher HP, more defense, multi-hit AoE attacks, status effects, smarter mob behavior, etc.--lot's of combinations are possible) Again, this is to highlight the advantage of higher damage from SC+MB.
6. Lower the damage potential from weaponskills, especially the mult-hit ones. (Nothing too drastic, as this will create an uproar--just a slight tilt to make SC more appealing.) Perhaps a 5% decrease to Attack rating for each successive "swing"? (e.g. For Rampage, the five strikes would be at 100%, 95%, 90%, 85%, and 80% of the player's Attack rating at the time the WS is used.)
The rule of thumb should be that the lowered damaged should be noticeable without being crippling, and any damage lost should be more than by the damage from SC effects.
Many small adjustments on different aspects of the game is preferable over a drastic change in any single area, and they should be applied over time and readjusted with community feedback.
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