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Rebalancing the techniques #1849
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removed because pointless, it's the wrong place to discuss it, moreover the data will change with the conversion of 18 technique to aether. regarding technique my suggestions:
regarding nr of elements, mostly I don't care (if 10/12/13), but the actual number is not enough. |
Sorry, I would like to ask which specific number of "unclassified Tuxemon" are there? I think I can try it based on Wu Xing classification |
There aren't "unclassified Tuxemon". The discussion is about increasing the number of types/elements. |
Sorry, it may be a little late for me to post my opinion (because I was a little busy the last few days). I asked a friend of mine and he proposed four new elements, namely light, dark, wind and electricity, and I have some new ideas. |
I think for the time being, 10 elements is enough, which is Wu Xing and my friend's four elements and "Normal" which I think of as a combination of all the elements of Wu Xing |
For the other elements, my idea is that they can be realized by permutations and combinations of the existing 10 elements, such as: Sky = normal + wind (wings usually create wind when flying), ice or frost = water + wind (cold wind creates ice or frost when blowing water), hero = normal + Light (Tuxemon with righteous light), magic = light + wind (magic is like this in my knowledge, then we can match the skills of other elements) Shadow, maybe ghost, Then it would be dark + wind (there's an ancient Chinese word for "Yin wind"(阴风) which means there might be a ghost or something floating by) and the venom would be dark + water (evil water = venom) |
Thanks for sharing! I think that's a creative way to make use of the types. Even in a larger type system, there might be some of this evocative association - e.g. Shadow/Sky for a floating ghost or Normal/Sky for a bird - so it's worth thinking about. |
Thank you, but you misunderstand. I mean, is the current element system too complicated? |
I would advocate for going beyond the Wu Xing system. It would even just add more flavour to different Tuxemon and allow type assignments that feel more natural, rather than trying to fit every monster into a narrow category. Slightly beyond the scope of the discussion here, but I think outside of the two existing campaigns, it would be great if the type system could be made modular so that each campaign could have it's own, or that later mods could add types or build on a campaign's existing system. |
I would prefer more than 5 types. Fire, Water, Wood, Metal and Earth feels very restrictive and bland. It seems like a majority want more types. To bring things back to the original topic, an easy way to expand number of techniques is simply to allow upgraded versions of older techniques, like a GenericAttack++, which would also allow easy animation re-use. There could be some technique progression where one would have a choice between an upgraded old technique or replacing it entirely, giving the trainer a dilemma and some decision making beyond simple button smashing. But if that's too much work, some system to replace techniques with new ones seems a must. Being stuck with the same moves forever is dull. |
On #1835 @JaskRendix pointed out:
I agree, I think we need to tweak the balance of some of the techniques. But there are some other considerations that have been knocking around in my head:
So I thought I'd set up this issue to kick off discussion around these broader considerations, as well as identify specific techniques that may need rebalancing.
I'll start by flagging Wallow and Shuriken, both of which have felt a bit too powerful in the early game.
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