Thread:SpiritedDreaming/@comment-26397825-20161025221921/@comment-26018514-20161027053958

SomeoneYouUsedToKnow wrote: Okay, now tell me: Do you want things to end quickly, or to be balanced for both sides? I want the latter. Hence, why I don't want any "HP Value as Bonus Damage" as you suggest: It's only few steps better than the Airship in the previous game, that made the good guys's damage skyrocket. And we all know how well that went.

I don't see and cannot see why we should treat the Beringel's damage as "actions" either. A Grimm lives by the end of the day, it deals a specific amount of damage. That is all, and the Beringel is no exception. No actions or anything similar. At most, only 1 Beringel throw per day. And that would be one of our actions, not a "Beringel action". 1. I want both.

what you're suggesting alters the balance far more significantly... if you only do 2-4 extra damage while KILLING a grimm that would otherwise do more damage & take far longer to kill for the other players. If on the other hand you are suggesting a pure Damage boost that costs you nothing we're just wasting Spirited's time and not changing the game at all.

This ability alters an end-game creature we otherwise don't even need to kill... look at our current game, you refuse to play it because you no longer can win, as does almost everyone on that side... that is because we are in the endgame, hell yes I'd rather speed this up, possibly in your favor

There are 4 different balance factors in this game... Rules can only truly address 3 of them, they are:

1. Damage 2. Health(time) 3. Spawn rates(time) 4. Player actions

My suggestion alters 1-3 combined to barely effect damage over time fractionally better in the bad guys favor, as I showed with my math earlier, the examples showed that even doing 15 damage with one of its four specials, it only amounted to about 4-6 more damage in that first turn than Beacon would have taken in the turns it took a player(which doesn't actually exist in the scenario, which means Beacon would take less damage because of the special attack due to lost damage per day) to kill the lesser Grimm

This game is inherently unbalanced because it HAS to be... there is an unwritten Bias that Beacon will fall unless x number of players play the hero, If players do nothing or all go villain, Beacon falls, if too many players go dark, Beacon falls, If too many Players go hero, the Grimm are crushed.

We can add all the numbers to the game we want, But if no-one takes time to evaluate them from ALL angles they won't be balanced... I've looked at this special from all angles, before I did, it looks imbalanced, I'll admit that, but when looked at closer, it actually changes the game less than you would think

2. I want any alterations to be easy for Spirited to calculate and effect...: are easier to calculate than the alternative of assigning extra values to everything it can throw. Unless Spirited understands any changes we make it won't work.. and Spirited doesn't need to know the underlying complexities of this math because I'm using existing values to do it.
 * 1 Grimm gone, subtract its hp Value from its species total and Beacon, *The Beringel is a player, uses remaining actions to attack Beacon

It might help to estimate the underlying formulae at the very bottom of the game(the basics, no-little division... I don't want to calculate spawn rates)