Post by Amara on Aug 3, 2022 21:03:27 GMT -5
Hello all! I figured it'd be a good time to talk about the Buddy system. More specifically, how I believe that current Buddies are still an exceedingly lackluster option and why their innate weakness discourages more people from trying to play with this style of dual character.
As it currently stands, using a 'Split Build' as it's called has many extreme disadvantages for what, in my opinion, is a lackluster upside. It comes with all of the downsides of being permanently stuck in 50/50 multiform, with the sole ""benefit"" is you get a single extra half-powered core and optional trait to play with.
Split builds currently -
> Make it extremely easy to get hit by critical attacks due to split HP
> Make it extremely difficult to continue into high total % damage, given that a single entity can continue fighting at 125%+, but you're liable to lose your Buddie at that point, effectively cutting off half your power
> Find it difficult to even play defensively internally, given that it REQUIRES KP to be spent AND the defender must deal with bleedthrough or lose even more power to acquiring the distanced variant
> Suffer from their trait limitations; a regular main character gets two full-powered cores, a full-powered optional, and full-powered general traits. A split build receives only half power on these for the main and then LESS than half power on the Buddy with only a single core, optional, and zero general traits.
> Are gimped when using items entirely, as they'll always have HALF the effect for the same price and contribution to Malus
While it's true that playing a split build should be story-driven and not incentivized if made the 'meta,' the current state of the Buddy system is exceedingly weak and easily puts potential players off when they realize their character(s) are unlikely to have a decent mechanical impact on events like ATs. So how do we fix this without making them STRONGER than regular builds?
> CRITS: Retain this weakness. When paired with some upcoming buff suggestions, it will help keep this as a unique weakness that other players can potentially target.
> TOTAL DMG: This can also be kept as a unique weakness when paired with buffs. A small suggestion alongside this is to HALVE wound timers (both on joining ATs & death tally) if the other character in a Buddy build manages to leave the AT unwounded themselves. If both are wounded, the timers remain at their standard rate.
> DEFENSE: Allow Main & Buddy to intercept for each other without spending KP, taking the total amount of damage and allowing any applicable traits such as durability to trigger. Additionally, allow Main & Buddy to utilize the DISTANCED variant for FREE on barriers covering each other - not other players.
> TRAITS: Give the Buddy FULL ACCESS to two core traits, one optional and two general traits. This puts the power in line with regular players, and while it TECHNICALLY has an edge in versatility, they pay for it with their weaknesses.
> ITEMS: Two solutions immediately come to mind: treat 1/thread items as 1/thread for BOTH characters (one cannot donate their charge to the other) & treat consumables as if EACH had one (one cannot donate their use to the other), which brings it in line with normal items for characters.
OR
HALVE the cost of purchased items and allow the player to purchase duplicates for use on the secondary character if they so choose.
As it currently stands, using a 'Split Build' as it's called has many extreme disadvantages for what, in my opinion, is a lackluster upside. It comes with all of the downsides of being permanently stuck in 50/50 multiform, with the sole ""benefit"" is you get a single extra half-powered core and optional trait to play with.
Split builds currently -
> Make it extremely easy to get hit by critical attacks due to split HP
> Make it extremely difficult to continue into high total % damage, given that a single entity can continue fighting at 125%+, but you're liable to lose your Buddie at that point, effectively cutting off half your power
> Find it difficult to even play defensively internally, given that it REQUIRES KP to be spent AND the defender must deal with bleedthrough or lose even more power to acquiring the distanced variant
> Suffer from their trait limitations; a regular main character gets two full-powered cores, a full-powered optional, and full-powered general traits. A split build receives only half power on these for the main and then LESS than half power on the Buddy with only a single core, optional, and zero general traits.
> Are gimped when using items entirely, as they'll always have HALF the effect for the same price and contribution to Malus
While it's true that playing a split build should be story-driven and not incentivized if made the 'meta,' the current state of the Buddy system is exceedingly weak and easily puts potential players off when they realize their character(s) are unlikely to have a decent mechanical impact on events like ATs. So how do we fix this without making them STRONGER than regular builds?
> CRITS: Retain this weakness. When paired with some upcoming buff suggestions, it will help keep this as a unique weakness that other players can potentially target.
> TOTAL DMG: This can also be kept as a unique weakness when paired with buffs. A small suggestion alongside this is to HALVE wound timers (both on joining ATs & death tally) if the other character in a Buddy build manages to leave the AT unwounded themselves. If both are wounded, the timers remain at their standard rate.
> DEFENSE: Allow Main & Buddy to intercept for each other without spending KP, taking the total amount of damage and allowing any applicable traits such as durability to trigger. Additionally, allow Main & Buddy to utilize the DISTANCED variant for FREE on barriers covering each other - not other players.
> TRAITS: Give the Buddy FULL ACCESS to two core traits, one optional and two general traits. This puts the power in line with regular players, and while it TECHNICALLY has an edge in versatility, they pay for it with their weaknesses.
> ITEMS: Two solutions immediately come to mind: treat 1/thread items as 1/thread for BOTH characters (one cannot donate their charge to the other) & treat consumables as if EACH had one (one cannot donate their use to the other), which brings it in line with normal items for characters.
OR
HALVE the cost of purchased items and allow the player to purchase duplicates for use on the secondary character if they so choose.