This could easily come across as a post just complaining about deflect so I’ll do my best to articulate why I believe deflect is unbalanced and needs to be re-worked as well as what I believe could be potential solutions.
There are many problems with deflect so I’m just going to mention them in no specific order.
1. It’s always active irrespective of wether or not the defender is active. No skill should proc if a player has not joined the war.
2. It’s power scaling is completely backwards. That is to say that as the power differential between the attacker and the defender increases so does the power of deflect. The problem is that irrespective of anything else, 100% of the damage that would have been done to the defender is deflected back to the attacker. That’s fine if you have a level 100 hitting a level 10,000 because the level 100 would hardly scratch the 10,000 and would therefore hardly take any deflect damage. But in the inverse scenario, the 10,000 could conceivably do more damage to the 100 with a single token than it has health which at deflect 3 effectively turns the skill into 15% chance to insta kill the enemy.
There is no circumstance in a balanced game where a level 100 should ever be able to one shot or do any amount of substantial damage to a level 10,000 yet in this example the 100 doesn’t even need to use a token or even be active in the war to do so. That’s practically the definition of a horribly unbalanced skill.
A solution to this would be to deflect a percentage of the damage done based on the power differential between the attacker and the defender. I don’t know enough about the game mechanics to know the best way to implement this but to give a basic example using levels:
500 attacker vs 500 defender - 100% deflect
500 vs 250 - 50% damage deflected
500 vs 100 - 20% damage deflected
The maximum would be 100% damage deflected if you hit someone as strong or stronger than you and the minimum would be 0% deflected if the power differential was too great as in the 100 vs 10,000 example but damage would still be negated.
There are many problems with deflect so I’m just going to mention them in no specific order.
1. It’s always active irrespective of wether or not the defender is active. No skill should proc if a player has not joined the war.
2. It’s power scaling is completely backwards. That is to say that as the power differential between the attacker and the defender increases so does the power of deflect. The problem is that irrespective of anything else, 100% of the damage that would have been done to the defender is deflected back to the attacker. That’s fine if you have a level 100 hitting a level 10,000 because the level 100 would hardly scratch the 10,000 and would therefore hardly take any deflect damage. But in the inverse scenario, the 10,000 could conceivably do more damage to the 100 with a single token than it has health which at deflect 3 effectively turns the skill into 15% chance to insta kill the enemy.
There is no circumstance in a balanced game where a level 100 should ever be able to one shot or do any amount of substantial damage to a level 10,000 yet in this example the 100 doesn’t even need to use a token or even be active in the war to do so. That’s practically the definition of a horribly unbalanced skill.
A solution to this would be to deflect a percentage of the damage done based on the power differential between the attacker and the defender. I don’t know enough about the game mechanics to know the best way to implement this but to give a basic example using levels:
500 attacker vs 500 defender - 100% deflect
500 vs 250 - 50% damage deflected
500 vs 100 - 20% damage deflected
The maximum would be 100% damage deflected if you hit someone as strong or stronger than you and the minimum would be 0% deflected if the power differential was too great as in the 100 vs 10,000 example but damage would still be negated.
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