Since the only thing affecting additional damage is gear enhancement level, and add. damage is almost always the deciding factor on damage output, the game is basically rewarding players with better luck or more enhancement attempts (rich, for rune protection) than those who value skills (or just have bad luck all the time). Sure you can out DPS someone with 4000 additional damage with 2000 add. dmg gears, but only if following conditions are met:
1. The 4000 add. dmg player is not playing the game at all (not skilled or not in the mood to play)
2. Certain class just deals with certain bosses (much) better
3. The player with 2000+ add. damage is very skilled
People hate p2w, and now vindi certainly seems like it. But I don't mean it should become only skill-based, as many people do come here for casual fun and hate skill-based games too. So what if we find a balance between these two?
I suggest implementing a no hit additional damage multiplier buff for all classes. It basically works like this: for example the player has 3000 add. dmg. At the start of the game, the multiplier is 0, giving the player no add. dmg. at all. After let's say 5 seconds of not being hit, it becomes 0.2, giving the player 600 add. dmg, for another 5 seconds it increases to 0.4. So the longer you don't get hit, the longer you have access to 100% of your add. dmg. But once you get hit, the multiplier drops by 0.4 percent (more than each increment at least).
This way not only players with high enhancement levels are rewarded with additional damage, but skilled unlucky players also won't be left behind by a great margin. If you happen to be very skilled with top gears, then you'll stay OP of course.
Let's be honest, now the games gives free 2650 add. dmg, (+13 lvl90 weapon with +10 armor set from level up), but many people just won't ever make 3000+ add. dmg. how ever many times they try. Sure, long enough everyone can buy their gears from others to bypass their own bad luck, but it won't take that long for some players to quit the game. Besides, with lvl 90 raids, farms and specials being the only things people still do in vindi, it's just not fun to face tank those bosses knowing getting hit won't make much difference.
With the no-hit additional damage multiplier buff, if you want to clear those runs faster, then stay on your toes and don't get hit. This doesn't only balance skilled/p2w players but also give them old overrun raids and dungeons a more risky and exciting feel. Better yet, add something similar for defense or critical resistance, the more you attack, the less dmg you take when being hit. If you do not land an attack every 5 seconds, your critical res./def drops by 10% (with 50% being the limit). This encourages players to dodge every attack and be aggressive at the same time.
- Does vindi need a no-hit additional damage multiplier?10 votes
Yes 50% (5 votes)
Who cares? 0% (0 votes)
Oh hell no! 50% (5 votes)