07-07-2014, 12:58 AM
(This post was last modified: 07-07-2014, 01:05 AM by Speedy - IX.)
(07-06-2014, 02:58 AM)leaf Wrote: But what on earth does that have to do with axe and dark units being statistically better than lance/sword/anima/light users? Just because you need other unit types to not run into weapon triangle problems doesn't mean the units wielding those other weapon types are good.
Do you think the game is balanced right now? Do you really think that non-dark/axe/bow users don't need any help whatsoever? I was hoping for this topic to turn into a discussion about what units would need what stats and where to balance them, to give them a suitable niche beyond just the fact that they use a certain weapon type. What I was not looking for was to get sidetracked talking about how you need more than just axe/dark to have a balanced team, something I am painfully aware of.
Dark/Axe users just have higher base pow and defensive stats is all, meaning that they invest less in order to cap a key stat (pow) and can use their remaining points in order to be fast or try to insight or w/e. They aren't hands down the best units seeing that acc is also a stat and they are generally locked to the wpns with the lowest hit rates in the game despite having such potential with their other stats. The stats are basically there to try to offset or counterbalance the low acc to an extent. I'm sure if there was no WTA in the game, things would be significantly different, seeing as unit balance like that would've been much more of an issue and would have been taken care of during the testing process.
What makes a unit good is their ability to accomplish the task you create them for. Other than that there is no one set standard for a good unit.
Example:
Cleric [Defencive]
Stats at level 20
HP [2/20%]: 40.00
POW [1/0%]: 15.00
SKL [0/0%]: 11.00
SPD [0/0%]: 14.00
DEF [2/20%]: 15.00
RES [1/0%]: 17.00
LCK [0/0%]: 11.00
Nihil/Countora
Need da heals? Yes you do and you'll need them for the duration of the battle. This unit will do it well enough as it can survive three of any atk barring crits meaning that it can survive long enough to accomplish it's task.
Curates can get similar builds, Troubs and Heaven kns are a bit different, they aren't built to survive three hits, though they are mounted and have avd, so there goes a trade off.
Bad healers tend to be the ones that die more quickly than others (when healing is their only task).
Honestly, unpromo is more balanced right now, seeing as you can use every unit to success despite the stat distribution. This is actually more of a pressing issue for promotes if you ask me but that's for another topic.
@Kai
You're right in which things should be a bit more like P:M, but even then there will eventually be a rise in matchups (in which some characters WILL be counterpicks to others) as there are far too many different playable character styles. The same goes with FETO, any team or unit can be extremely counter-picked by someone, but then how does that counter-picked team fair against another well balanced team? I'll let the battle speak for itself.In a way you can't not have counter-picking, it's a strategy game and some units will counter others, removing that aspect removes the strategy. *and let's not instigate
@Leaf
I've also been wanting to give more units niches (in promotes) but sadly we are still a long ways off from that actually becoming a reality.
EDIT:
(07-07-2014, 12:17 AM)leaf Wrote: I'm not sure how many cases are like this, though, where a unit is behind the curve in unpromo but is ahead of the curve in promos.
Generally Good in Unpromo and bad in Promo?
All B.mages save for their mounted promotion option
Nomads
All Warders barring Mystic and its promotion to Valiant
Lunar Kn
Curates
Wyverns
All Armors
Other Way Around?
Archer -> Sniper
Troubs
Peg Archer -> Hawk Archer
#TeamNohr