Quote:
Originally Posted by Dumpsterslut
Every rpg I've ever played....
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See, right here you've got a problem. If you are looking at balance, Nod doesn't work like most typical RPG's. Most RPG's have a basic balance system:
Build A beats build B, loses to build C. Build B beats build C, loses to build A. Build C beats build A, loses to build B. Thus, A > B > C > A. So everyone knows that, all things considered equal, there will be a build that you can pwn unless your opponent has support, a build that pwns you unless you have support, and a build that basically hits you at even and totally depends on luck draws.
Nod doesn't do this. Maybe they are trying to. I dunno. But as far as everyone can tell, nod works more like a tier system. Depending on the application, builds A, B, and C share the top. Builds D, E, and F are mediocre. Builds G and H make a big vacuum sound.
If what you are trying to accomplish, dumpy, is a more tradition balance system, then the approach need to be revamped, not the specifics. For instance, if you are looking for true balance, then if piercers get pwnt by crushers, then piercers should in turn pwn something else, which in turn pwns crushers. But there is none of this.
If glass canons lost to melee, melee lost to archers, and archers lost to glass cannons, then sure, casters should get a massive AC penalty innately. But Nod doesn't do this, and I doubt it ever will.