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Raid-Type Damage Reduction(Extra Rule Delusion)

"Raid-Type" is said to be tough overall, although the high cost zone is particularly tough.
There is a view that the relationship like rock-paper-scissors is broken. The organization of Raid 0 ~ 1, General 3 ~ 5, Support 1 ~ 2 is becoming standard in this game. The general type is versatile and the number of picks is large, so the raid that is disadvantageous to this type becomes severe. Also, since Support can not be said to be completely disadvantageous, it is not uncommon to pick more than the same number of General Types to suppress General.
In view of this situation, the previous revision added enhancements to the high-cost Raid type. The effect was not zero, but it seems that it is not enough to eliminate the threat of General Type, which is a majority in the organization.
If the Raid Type adjustment is not successful, the official operation leaves a nuance comment that it aims to mitigate a certain system.
I would like to talk about a rule proposal based on that.
Set some of the rock-paper-scissors rules imbalanced.
Imbalance causes the General Type to change the damage to the Raid Type. At the same time, the Raid Type is adjusted so that the number of picks does not increase too much due to this change. The fact that the General Type is majority means that it is still convenient.

・ When Raid is 1 in team formation. Damage from General to its Raid reduced from 130% to 100%.
・ When Raid is 2 in team formation. Damage from General to its Raid reduced from 130% to 115%.
・ More picks are as per the rules so far.

I think it will be easier for the team to pick Raid. However, if you increase too much, the benefits will disappear, so I think that it will settle down to Raid 1 ~ 2, General 3 ~ 4, Support 1 ~ 2. Raid-Type can be said to be a General-Type treatment that is advantageous to Support-Type if it is limited to operations within the range of benefits.

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