Hello dear transformania addicts~
First, a bit of game theory. In many games, power balance should be distributed evenly. This opens up various strategies and generally makes the game more diverse, less predictable and most importantly, fun.
There are many ways to "balance" items / stats. Lets go over what TT uses real quick.1. Limited inventory.
This is perhaps the most of popular method, used in almost every game.
In TT, if you max Luck items, you won't have enough inventory to hold other stats.
Same for levels, once you chose a stat, you essentially "waste" a perk and can not chose another stat.2. Items with negative effects.
Such as an item which gives you +15 charisma at the cost of -5 agility.
This works okayish, if you want to gain more charisma than you could get via limited inventory, you can choose another stat as a sacrifice.3. Stats with negative effects.
Such as charisma reducing your defenses.
Does not make much sense lore-wise, but it is not a bad method to balance.
2 and 3 are okay ways to balance, except...... when they are used together. And this is the case in TT.
This is problematic, because suddenly the negative you get from the second point, becomes positive via third.
Simple example is Bat Wing Brooch item. It gives +15 discipline and -5 charisma. In turn, if you do some minor math, it simply gives you what +17 discipline would give you.
Now, all the items were supposed to give +10 net stat value, yet for this item...... the net value +17. This is the reason why it is also the most popular "meta" item.
Another example, would be Fuzzy Green Handcuffs, they give +15 disc and -5 agility. Still +10 net stat gain, but the actual gain is much higher.
Not only you get +15 disc, you also get a bit of.......... perception. Yes, negative agility breaks down into positive perception!
In other words, this (actually most popular) item, removes the need of any perception in your build!
In fact, if you see anyone's build, at least for those players who have a few ideas about the game, you will see really low amounts of agility. -50 or even lower!
Pretty much any negative agility items are extremely popular nowadays, yet the rest of items rarely see the light of the day.
So, my proposal, remove (3) entirely. Every red number in https://www.transformaniatime.com/Item/ShowStatsTable
Since also this makes it too easy to stack both max disc and max charisma, both stats get an additional nerf.
The motivation is that you should be able to max at most one stat - in other words, you have to choose between max char or max disc, not both at the same time.
Latter isn't a choice.... if it is possible, it will be a necessity, and it would ruin item diversity once again.
SpellExtraTFEnergyPercent: -0.3 -> 0
SpellExtraHealthDamagePercent: -0.5 -> 0
SpellHealthDamageResistance: 0.75 -> 0.5
SpellTFEnergyDamageResistance: 0.75 -> 0.5
HealthBonusPercent: -0.125 -> 0
SpellExtraTFEnergyPercent: 0.5 -> 0.4
SpellExtraHealthDamagePercent: 1 -> 0.75
SpellHealthDamageResistance: -0.5 -> 0
SpellTFEnergyDamageResistance: -0.5 -> 0
SpellMisfireChanceReduction: -0.15 -> 0
For PvP, this mostly means item swaps are not as effective as before. Since with this change simply removing your discipline items means nothing to your damage.
They can still be _effective_, just not as much as before, removing +10 disc -5 char item, will give you +5 charisma bonus.
By the way, if you think meta or any of such discussions have no place in a fetish game, please ignore this thread and go do what you came here to do.
Please also discuss stats and stats changes only. For other changes and proposals, create a separate thread. One thing at a time.