Post by Tim on Jan 20, 2017 13:02:17 GMT -6
Here's the last of the stat changes I have planned for next age. Wanted to finish getting these out there ASAP, so you can all start telling me how bad these changes are.
Poison is slightly OP right now. It's pretty easy late game to get 100+ poison stacked on your opponent, which results not just in damage but in both -50+% damage and -50+% defense for them. That gets a makes it a little hard to counter once it gets rolling. So poison is going to change slightly. Instead of an opponent getting -1% damage for every 2 poison they take it will be -1% damage for every 3 poison. The same change will apply to % defense.
Wound on the other hand is slightly under powered right now. It's supposed to be a counter to Speed, but Speed completely outclasses it. While lowering your opponents speed gets you more turns faster than raising your own, Speed gets you first turns AND it's not random. So to improve Wound, I plan to make it less random and have more impact. The 80% chance for Wound to hit is now gone. The amount of Wound applied will still be random from 0 to your Wound (so you can still 'miss' with it) and it still doesn't stack: The highest amount of wound done by a player is the amount their opponent is wounded. However, each time a player wounds his opponent, the opponent will also be stunned for that amount.
So let's say player A wounds player B for 3. Player B's movement for the rest of the battle is decreased by 3 AND goes down an additional 3 that turn. On player A's next turn, their Wound hits for 2. The players movement is unaffected as it was already decreased by 3, but it does go down 2 that turn.
Hopefully these changes will make poison less powerful but not completely nerfed and wound more powerful but not insanely OP.

Poison is slightly OP right now. It's pretty easy late game to get 100+ poison stacked on your opponent, which results not just in damage but in both -50+% damage and -50+% defense for them. That gets a makes it a little hard to counter once it gets rolling. So poison is going to change slightly. Instead of an opponent getting -1% damage for every 2 poison they take it will be -1% damage for every 3 poison. The same change will apply to % defense.
Wound on the other hand is slightly under powered right now. It's supposed to be a counter to Speed, but Speed completely outclasses it. While lowering your opponents speed gets you more turns faster than raising your own, Speed gets you first turns AND it's not random. So to improve Wound, I plan to make it less random and have more impact. The 80% chance for Wound to hit is now gone. The amount of Wound applied will still be random from 0 to your Wound (so you can still 'miss' with it) and it still doesn't stack: The highest amount of wound done by a player is the amount their opponent is wounded. However, each time a player wounds his opponent, the opponent will also be stunned for that amount.
So let's say player A wounds player B for 3. Player B's movement for the rest of the battle is decreased by 3 AND goes down an additional 3 that turn. On player A's next turn, their Wound hits for 2. The players movement is unaffected as it was already decreased by 3, but it does go down 2 that turn.
Hopefully these changes will make poison less powerful but not completely nerfed and wound more powerful but not insanely OP.