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#1
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Since I started playing this game and reading the forums Ive noticed alot of people complaining about how such and such career is Op. So in my opinion the easiest way to solve that problem in my opinion is give everyone the access to the same skills for their capt skills with the exception of their career skills. Do it just like the swashbuckling skills are done but let each class keep the skills they get from career missions still. Then the problem would be solved. Everyone would have almost the same skills except for the career skills. If anything give each class a career skill every 5 missions instead of every 10 and let them spend their 25 capt skill points at a trainer that has the exact same skills as all the other trainers. Their wouldnt be any complaints about 1 class being Op and another being UP anymore. same skills except for the career skills would solve that problem.
And yes I know the forum trolls will be here shortly to complain about how this wouldnt work but its an Idea that would atleast even out the classes better then any thats come from FLS so far(no offense). |
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#2
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So anyone who doesn't agree with you is a troll? Talk about poisoning the debate from the start. I guess there's no point in discussing this then.
__________________
If I should die, think only this of me: That there's some corner of a foreign field That is forever England. |
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#3
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#4
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Big NO to this proposal. Careers should be completely different ones from anothers. As it is there are certain careers that share very similar skills but are still very different. With this proposal, everyone would share 85% of the skills. and that would suck.
Balance or no balance, what is interesting on POTBS is variety. 5 careers with different setups gives a lot of different tastes of fights. 5 careers with most skills shared would end in everyone having the same skills, and BOOOOOOOOOOORING pvp. The way to deal with OP careers is to balance their skills. Not to make skills accesible for everyone. So completely /NOT signed. |
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#5
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so how about this idea then. have more available skills at the general trainer thats actually worth something and that anyone can get instead of just the 3 advance crew focus skills and diplo. have some reload skills damage spikes speed buffs and so forth all at the general trainer that you can choose besides just the skills your career trainer has
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#6
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though personally I think pvp should be more your own skill not your careers skills that makes the differance on wheather you win or lose
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#7
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This would be boring.
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#8
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Quote:
The idea of a Freetrader or Bucc with Invincible is gut wrenching. PvP is complicated enough with skill recognition, ships, and wind angles the list can go on and on. It would really throw a wrench in things worrying whether an FT has Invincible or not. Maybe that’s an element people would like, don't know. Rather than your approach I would like see them give pirates all 3 classes NO = Rouge Officer, Privateer = Cutt, FT = Bucc while still retaining some unique piratety skills. A lot of the class problems with pirates in the past is cramming 3 skill sets into the Cutt and what we have now 3 into 2. It's part of the reason but, not all. I find it very strange that the 2 classes that have extra repairs also have excellent defense and resist. The NO seems balanced to me because it has poor repairs but good damage resist or negation. It should be the more repairs you have the less defense or resist you have access to and vise versa. Ask your self this, do you really want to confront a Privateer with the Privateer Battle line and FT Desperation line? I would love have 25 sec gundeck reload on the Herc variants but something tells me that would scream NERF. I don't see how your solving any problem. It would just create more. It seems like your sweeping the whole balance issue under the rug. |
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#9
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actually I was talking in general terms not all the skills just a random say 40-50 skills mixed together but no 2 skills being alike. as for the rat skill setups fls dropped the ball on how they did those. but the same can be said for some of the nat ones just not as bad. Small example FTs have access to alot of repairs and speed but dont have as much damage spikes as the other classes, but at the same time FTs weren't ment to be a fighting class they were ment to be an econ class. Where as buccs were supposed to be a cross between a NO, a FT and a pirate. Bad planning for both classes on what they where designed to be and for what rolls they should play in the game. A PT is basicaly a legalized pirate but its skills arent anything like a pirate. NOs where traditionally the meat and gravy of the navy with the discipline and knowledge of how to fight but their repairs suck and at the same time if this game was historically correct, which its not, then the NOs would have the best and fastest repairs, reload and the toughest ships but they dont.
but all I would actually like to see is say the general trainer have a couple damage spikes, reload buffs, repair or even some passive skills that you could use some skill points to get. it would even out some of the problems, and yes I know it has the potential to cause a few more, but look at it from another stand point. Say a NO could get a 2nd repair or a FT or cutt could get another damage spike or a PT or bucc some reload skills or even some passive that increase some of those catagories |
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#10
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I would love a classes less system, which is what originally was going to happen before the game shifted direction to a more standard MMO (for good and ill). But I think that sort of system needs to be designed from the ground up not bolted on after the fact.
__________________
Joseph J Fletcher, Sea Lord St. George Squadron of the White SGS is a proud member of the British Nation www.potbs-british.info SGS Port Governance information |
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