Update 2.2 Discussion Thread (Combat Rebalancing)

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  • AmigaAmiga Member Posts: 3,770
    Agree that Vigilant is the most useless trait....
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
  • ShteevieShteevie Staff Posts: 1,335
    It's statements like that which show that there were too few viable traits, and that the builds that were preferred were not conducive to a long-term view of the game balance. If the only reason Overwatch was worth doing was to never get attacked via 100% interrupt, then there is a big imbalance with the trait power level. Similarly, if the only traits worth keeping were dodge and luck and the rest was negligible, we have done a bad job of making a balanced set of traits.

    If there were a way to leave the offenders alone, we would have. As is, I can now buff the other traits and people will possibly care. I know it's a hard thing to build a new team for a new environment, but I hope you have some fun trying out builds and traits that you previously ignored.
    Development Team Member - The Walking Dead: No Man's Land
    Please note: Development is a fluid process, and suggestions and implementation take time and iteration. Any discussion of future features, deadlines, updates, balance changes, and such should be considered prospective and subject to change.
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  • IntersolarIntersolar Member Posts: 18
    @Teeceezy or @Shteevie please clarify what is the new math for only one luck source? If my survivor has gold luck and silver charging on weapon what is the result percentage of charging trait: 20+15=35% or 20*1,15=23%?
    Thanks in advance.
  • ShteevieShteevie Staff Posts: 1,335
    @Intersolar None of the Luck match is additive any more. It works the same with 1 or 2 sources, and for weapon or survivor-based luck.

    [Sum of all base chances] * (1 + ([sum of all luck]/100))

    So 20% * 1.15 = 23%

    Now, getting the better base chance is more important than getting only the best luck, which means that the relationship between the two traits is more logical.
    Development Team Member - The Walking Dead: No Man's Land
    Please note: Development is a fluid process, and suggestions and implementation take time and iteration. Any discussion of future features, deadlines, updates, balance changes, and such should be considered prospective and subject to change.
    Top8dogOvidmikelPiterluis
  • blynknzblynknz Member Posts: 1,988
    edited October 2016
    DLich said:

    Can i just get some credit for predicting how luck would stack some months back here...

    http://forums.nextgames.com/walkingdead/discussion/comment/116269#Comment_116269

    :trollface:

    Yep, unfortunately I had mentioned several times that everyone was complaining about the idea of not having luck stack.
    That we needed to be careful with quickly writing it off.
    However, that was probably the best option. It would allow for another trait to be used instead, And as you mention, it would have given a higher %

    :(
    MizTy
  • EL34xyzEL34xyz Member Posts: 1,872
    I am glad I don't have to worry about all these issues
    I just adapt to whatever is thrown at me

    I never used 100% interrupt as my only tactic because I don't care to stick around after a certain level walker shows up
    Being that my A team is only level 17, I leave the maps after level 21 walkers show up and my ranged weapons can't take them out easily
  • GrimGaelGrimGael Member Posts: 1,410
    @Shteevie wit, sarcasm, joking have all deserted me. You have disappointed me and I no longer believe. I'm done retyping this comment.
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  • AmigaAmiga Member Posts: 3,770
    I do understand all traits changes. it's ok for me. Only poor exploration missions are big disappointing for me...
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    [Deleted User]SteeboonPiterluis
  • DuckDuck Member Posts: 119
    @Shteevie If you want us to use different gear/survivors maybe you should look into the costs to upgrade things. And/also the RNG to get them..
    But I think you're going the wrong way, because we/i have our favorites and we/I want to keep it that way.
    purfect247Top8dogLambari
  • blynknzblynknz Member Posts: 1,988
    There would have been much better ways to do the same as you tried.

    Like, every walker level above you would reduce the effectiveness of your trait by 10%
    So
    Dodge = 60%
    level +1 = 54%
    +2 = 49%
    +3 = 44%
    +4 = 40%
    +5 = 36%
    +6 = 32%
    +7 = 29%
    At least that way we could get to +7 before we get to the same level as you propose

    Interrupt wopuld be 53% at +7. But it would still give us a chance
    tallinieantRedEye52soggybottoms
  • JerryDixonJerryDixon Member Posts: 387
    I personally was unable to play outposts anymore in 2.1 due to almost every outpost being set up as luck-dodge and when I didn't run in to that I took so much damage I could only do one raid every now and then. Seems unfair that part of the game was closed off for some of us. Also luck-dodge seemed more like an exploit than a feature or some great strategy that was developed.

    So I have to applaud NG (and @Shteevie) for at least giving me (and I'm sure many many others) a chance to start playing outposts again.

    Jerry Dixon
    (Grey Wolf Society)
    Jerry Dixon
    JSS
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