Gilding based combat caps

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Gilding based combat caps

Postby SnuggleSnail » Thu Feb 27, 2020 12:10 pm

It seems to be the original intent of gildings was to close the stat gap a bit, and progressively it fit that function worse and worse as more gilding power creep was added. I think a decent way to bring us back to what I assume was the original intent of the mechanic would be for buffed UA to not count past the opponents UA.

Example:
If player 1 has 1k+900k UA, and player 2 has 2k+1k UA the system would player1 as having 1.9k UA, and player2 as having 2k UA
If player1 has 2k+2k UA, and player2 has 2k+1k UA the system would treat player1 as having 3k UA and player2 as having 3k UA
(should probably reduce the effect of combat gildings by 30-50% if the above is used)

I am very strongly of the opinion gildings being even more strongly tied to player strength is bad. If the penalty for getting downed is you lose your guildings, then the person who downed the other player basically gets a to get KOed once for every person that they KOed prior. That's what snowballing is, and IMO snowballing is vbad.

It also comes with the (IMO) very large downside of gilding sets going out of date. Usually after fairly long periods ungrinded characters are still pretty useful, but that is much less the case of sets. I don't want to feel obligated to update my entire set every few months in case I get sieged or some such. Permanent progression in general feels much nicer than equipment progression, but maybe that's just me
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