The Janitor
Mop Dispensery
Life is about to get complicated for commentators and combo thread monsters, here's why:
From what I understand, in competitive mode, both health and damage have different values. Meaning although someone has high health, low defense means scaling on them is lower so the take higher damage anyway. So for someone like Darkseid, high health effectively becomes an empty number.
It also complicates an already unorthodox damage value system, because 400 damage on one person isn't the same as on another, so how exactly do you define a given combo? BnB's will effectively have different damage values based on match ups, which I feel is an unnecessary complexity to add to the meta.
If you want a character to have a glass jaw, give him low health IMO. that way we know where they stand without whipping out a calculator to figure this out. EGP Wonderchef did a great job giving us the damage formula on Twitter, but this feels like a wheel that didn't need reinventing.
Maybe I'm missing something or don't have all the facts yet. Frankly I'm too confused to tell. Tell me what you guys think, or if and how this damage system will work going forward, both for players and spectators.
Edit: HEALTH AND DEFENSE ARE 2 DIFFERENT VALUES. I'm not against differing health values, my concern is how defense stats then prompt you to have to do other calculation not immediately available to less savvy spectators. I think defense stat gives a too many cooks in the kitchen feel.
@EGP Wonder_Chef @PND_Ketchup @PND_Mustard @REO @SonicFox5000 @JagoBlakeFGC
From what I understand, in competitive mode, both health and damage have different values. Meaning although someone has high health, low defense means scaling on them is lower so the take higher damage anyway. So for someone like Darkseid, high health effectively becomes an empty number.
It also complicates an already unorthodox damage value system, because 400 damage on one person isn't the same as on another, so how exactly do you define a given combo? BnB's will effectively have different damage values based on match ups, which I feel is an unnecessary complexity to add to the meta.
If you want a character to have a glass jaw, give him low health IMO. that way we know where they stand without whipping out a calculator to figure this out. EGP Wonderchef did a great job giving us the damage formula on Twitter, but this feels like a wheel that didn't need reinventing.
Maybe I'm missing something or don't have all the facts yet. Frankly I'm too confused to tell. Tell me what you guys think, or if and how this damage system will work going forward, both for players and spectators.
Edit: HEALTH AND DEFENSE ARE 2 DIFFERENT VALUES. I'm not against differing health values, my concern is how defense stats then prompt you to have to do other calculation not immediately available to less savvy spectators. I think defense stat gives a too many cooks in the kitchen feel.
@EGP Wonder_Chef @PND_Ketchup @PND_Mustard @REO @SonicFox5000 @JagoBlakeFGC
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