Post by Kitsunenotsume on Jul 10, 2018 10:31:53 GMT -5
I would like to suggest that the Dash like receive a boost.
I would like to suggest this either be in the form of duration or in the form of Minimum Armor.
My argument for duration is as follows:
Currently, the ability lasts for 2 rounds (12 seconds), and costs 20-50 stamina per use, for a ratio of 10-25 stamina a round to maintain.
For comparison, Rage costs 10-25 stamina plus 10 stamina a round, giving about 7-9 rounds worth of utility without accounting for stamina regen
and Immovable uses 35-60 stamina over 5 rounds (30 seconds), putting it at 6-12 stamina a round.
The takeaway here is that at higher levels, Dash becomes twice as costly to maintain as either other armor, in addition to being required to hit a button every 12 seconds.
Now, admittedly, it's not supposed to be spammed, but Light armor becomes strictly less effective as levels increase (discussed in another post), so the extra evasion is almost mandatory as the number of attacks increases.
Improving the duration by 1-3 rounds, or decreasing the higher level activation costs would allow for more use, but also increase the reliance on having it up, I suspect.
My argument for minimum armor is as follows:
Both other armor types have a source of minimum armor. Heavy armor can receive up to +5 min armor passively, while Medium armor can receive +2 or +6 from one branch. While using their active defense abilities, both other armors also gain a maximum armor boost. This has, as I have noted, vastly improves efficacy against large numbers of attacks, and synergies very well with either percentage damage immunity or a higher maximum armor value as it skews the average upwards - neither of which Light Armor receives. Given that Light Armor is entirely reliant on a relatively fixed ratio of 'not getting hit' to avoid damage, it performs very poorly in the situations minimum armor would be helpful.
Providing a minimum armor boost to Dash would significantly improve it's defensive ability, particularly against low-damage high-volume attacks, without greatly affecting how it performs against slower but higher damage attacks. This could easily be explained by 'rolling with the hits' to produce more grazing fire in short bursts of high-energy activity, which would reasonably address the stamina-cost disparity described above.
I would like to suggest this either be in the form of duration or in the form of Minimum Armor.
My argument for duration is as follows:
Currently, the ability lasts for 2 rounds (12 seconds), and costs 20-50 stamina per use, for a ratio of 10-25 stamina a round to maintain.
For comparison, Rage costs 10-25 stamina plus 10 stamina a round, giving about 7-9 rounds worth of utility without accounting for stamina regen
and Immovable uses 35-60 stamina over 5 rounds (30 seconds), putting it at 6-12 stamina a round.
The takeaway here is that at higher levels, Dash becomes twice as costly to maintain as either other armor, in addition to being required to hit a button every 12 seconds.
Now, admittedly, it's not supposed to be spammed, but Light armor becomes strictly less effective as levels increase (discussed in another post), so the extra evasion is almost mandatory as the number of attacks increases.
Improving the duration by 1-3 rounds, or decreasing the higher level activation costs would allow for more use, but also increase the reliance on having it up, I suspect.
My argument for minimum armor is as follows:
Both other armor types have a source of minimum armor. Heavy armor can receive up to +5 min armor passively, while Medium armor can receive +2 or +6 from one branch. While using their active defense abilities, both other armors also gain a maximum armor boost. This has, as I have noted, vastly improves efficacy against large numbers of attacks, and synergies very well with either percentage damage immunity or a higher maximum armor value as it skews the average upwards - neither of which Light Armor receives. Given that Light Armor is entirely reliant on a relatively fixed ratio of 'not getting hit' to avoid damage, it performs very poorly in the situations minimum armor would be helpful.
Providing a minimum armor boost to Dash would significantly improve it's defensive ability, particularly against low-damage high-volume attacks, without greatly affecting how it performs against slower but higher damage attacks. This could easily be explained by 'rolling with the hits' to produce more grazing fire in short bursts of high-energy activity, which would reasonably address the stamina-cost disparity described above.