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Devvoke2 replied at 2018-8-12 12:52 ![]()
this would add a lot of layers indeed
and make some unwanted bonds useful
True they are different but even some max level 30 bonds (particularly on lesser characters) are less beneficial than modifications.
As for what the bonds would be limited to, I would probably keep all the "x% to do Y" ones out as I see those as unique and shouldn't be available to all. I went through the main character mods and compiled a list of unique 15 that is as follows:
Physical/Kido Attack, Damage Rate, Hit Rate, Crit Rate, Crit Damage, Break Defense Rate, Speed, Immunity Rate, Physical Defense, Kido Defense , Physical/Kido Defense, Dodge Rate, Counter Rate, Block Rate, Max HP
Note: I have left out the flat bonus bonds as I doubt many (if any) are truly valuable comparatively to % buffs
Note 2: Kido Defense (not actually a bond but I included to match the solely physical defense one)
The advanced modification offers 12 different options which will randomly be selected of which these options are available:
Damage Rate, Hit Rate, Crit Rate, Break Defense
Dodge Rate, Block Rate, Counter Rate
Recovery Rate, Control Rate, Control Resistance, Fury Deduction, Fury Deduction Resistance
If I combine the two sole defense bonds and included it under the double buff I get a grand total of 13 unique bonds from which I bond modification could be generated from. Of these 13, there would 7 offensive selections and 6 defensive ones. I feel like as long as you couldn't double up on some such as modifying for 4 attack or 4 defense bonds to make a crazy hitter or crazy tank (which already exist) it would create the opportunity for both lower and higher tier players to make some improvements and tactical strategies. If it needed to be dropped one more to match the advanced modification system already in place I could see the two candidates to be dropped being either Crit Damage or Speed. I understand the meta isn't really about speed as much as it is about defense so I feel like the ability to pump up crit damage a little might actually be a pretty good utility to have for upper players. For lower players, speed still dominates the battlefield save the rare stacked Noza or Stark that rapes teams singlehandedly so being able to get a small edge in terms of speed can make a big difference especially for those just coming into the t1 zone.
Ultimately, I am not mad with current bonds and really enjoy some of them (particularly TSI invincibility ) but I really like having options. I feel flexibility and options promote creativety among players and stir an innate interest that keeps people more invested in the game as they try different combos and strategies.
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