balancing the game

wanted to write this for a while but havent had any time.

Ive always wondered how the devs determine a toon's speed? what are they basing it on? do they just roll a dice for some toons? here are some examples of what i mean. poe, chewie, jedi elf guardian and boba are listed as tanks. poe is super fast, chewie is mid and boba and jedi elf are one of the slowest toons in the game. how does this make any sense?

now alot of people cry for nerfs or buffs but to be honest, all you need to do is balance speed with class and a lot of balancing issues will be solved. for example, people complain GS and QGJ, why? because they hit hard and they are super fast. now in most traditional turn based rpgs, a character that does the most damage (heavy hitters) usually are slow. The fastest characters usually hit very soft but are there for utility purposes. What they need to do is something very simple adjust the speed of a toon with regard to his class and damage.

what im suggesting is, lets say, supports speed range from 150 to 130, tanks speed range from 140 to 120, healers range from 130 to 110 and attacks range from 120 to 100... something like this. then within the class of attackers you have toons like sid who does less damage so he is one of the fastest attacker class than you have someone like resistance pilot who does insane damage but are one of the slower ones.

This way there will be much more strategy involved and we will see alot more varied teams. you will see people making choices for the right support and right tank to go with their attacker.
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