ARK: Survival Evolved

ARK: Survival Evolved

AvatARK
Violae 29 Oct, 2017 @ 7:18pm
Chi/Mana System Overhaul (The 50 points in stamina and 50 points in melee damage, problem)
I MUST FIRST NOTE THAT THIS IS A -REPLACEMENT- FOR THE CURRENT CHI/MANA POOL SYSTEM.

(Instead of just stamina increasing mana pool max, we have encouragement to spread out your stats based on your element.)

This is all focused on creating an enjoyable end game meta for each tribe individually, that has options the player gets to decide for themselves! I tried to make the progression and balance as natural and make as much sense as possible.

NOTE: The numbers I choose were just ball parks and comparative of how much effect each stat should have on things as a whole compared to the other stats.

Earth:
50 percent ratio of increase of max Chi pool per point in fortitude stat.
25 percent ratio of increase of max Chi pool per point in weight stat.
10 percent ratio of increase of max Chi pool per point in health stat.

Earth is a defensive martial art:

Why fortitude as a main stat scaling?

Pumping points into fortitude mainly would keep them from getting too overpowered as a mega tank, but still help them to survive knock-outs in pvp while keeping them on track as a tank focused class.
Side note: This would help offset the lack of boots since they don't have that extra protection against cold/heat.

Why weight stat as a secondary scaling?

If we look at this with a touch of reality, I imagine that hardy Earth benders would be able to carry a bit more as they progress in their bending.
Side note: They need to carry stones to cast occationally, so, this would be beneficial to them.

Why health as a third scaling?

I think health is the most obvious out of the three. It fits them well as they are the most defensive benders.
Side note: I know there's a sizable reduction of fall damage, however, their mobility is reliant on repeatedly catapulting themselves. During a pvp situation breaking your legs is just not an option. This will help them survive a bit better if they decide to invest some points in health, which is inevitable anyways for functional pvp as an Earth bender.

Water:
50 percent ratio of increase of max Chi pool per point in stamina stat.
25 percent ratio of increase of max Chi pool per point in oxygen stat.
10 percent ratio of increase of max Chi pool per point in water stat.

Water benders should rely and revolve around water sources.

Why oxygen as a main scaling?

Oxygen does two things, it increases speed in water as well as increasing your ability to stay under water for long periods of time.
Oxygen is incredibly important for a swimmer build and only becomes strong as a build when a -lot- of points are invested in it.
(This will make water benders a late game powerhouse, balance may be needed.)

Why stamina as a secondary scaling?

I picked stamina due to how useful it is to swimmers, if you run out of stamina in the water, you're dead, or worse, wasting loads of time in an endless limbo of slow movement.

Why water as a third scaling?

The reason I picked water is the inevitable land trips that you'll need to make as a water bender, you're constantly in it, and to leave and just dry up quickly. Well, lets be honest, you'll want to stay in water all the time, and running out of water is just another reason to stay in there at all times. Water benders feel pretty weak outside of it, I feel like this is a decent pat on the back for picking one of the more difficult playstyles.

Fire:
50 percent ratio of increase of max Chi pool per point in stamina stat.
25 percent ratio of increase of max Chi pool per point in fortitude stat.
10 percent ratio of increase of max Chi pool per point in melee-damage stat.

Fire is the glass cannon class.

Why stamina as a main scaling?

I believe fire should be constantly coming at you, constantly applying an aggressive presence. It just fits with them and isn't incredibly over powered if they put all their points into it.

Why fortitude as a secondary scaling?

Constantly getting burned and dealing with heat has made them rather good at ignoring weather issues. I feel like they could ignore a bit of cold too, running hot from constantly being around heat.

Why melee-damage as a third scaling?

They're by far the most aggressive bending style. They deserve to get a tiny increase to their chi pool for putting points into damage. This will help point the player in the right direction with his build and make him glad he picked the bending style that he did.
(Yes, I realise that currently putting points into melee increases any bending's damage numbers. I just want to reward the players for chosing to embrace the offensive, no defense style of the fire bender.)

Air:
50 percent ratio of increase of max Chi pool per point in stamina stat.
25 percent ratio of increase of max Chi pool per point in move-speed stat.
10 percent ratio of increase of max Chi pool per point in weight stat.

Air is the mobility king.

Why stamina as a main scaling?

Air benders use mobility to dodge, to attack, or to get away. Stamina is the only natural choice for an air bender, and like previously stated, it doesn't make you over powered to max it.

Why move-speed as a secondary scaling?

Well, move-speed is a pretty strong stat, so, it doesn't belong at the very top like I did with the oxygen stat in water bending. I feel it's a natural choice since you're already very fast.

Why weight stat as a third scaling?

This one is the least obvious of the states but makes the most inate sense. Weight is a needed stat for those who want to move fast. It would be a pitty if an air bender couldn't suit up and take all the gear he needed because he would have to sacrifice speed. Lore wise, it's pretty solid as well, they just don't take as much effect from gravity.


Thanks for reading, hope you liked my ideas!
Last edited by Violae; 29 Oct, 2017 @ 7:39pm
< >
Showing 1-4 of 4 comments
GyozaGuy  [developer] 29 Oct, 2017 @ 8:37pm 
Neat idea, I'll consider how to possibly make this work!
Pathfinder Andie 2 Jan, 2018 @ 4:09pm 
Upvote if it matters. :D
Violae 2 Jan, 2018 @ 11:08pm 
Thanks very much.
Mr. Harder 1 Apr, 2018 @ 2:04pm 
I really like this idea, and maybe making the bender's scaling be based off one of those stats would be neat too, instead of everybody just running melee damage.
< >
Showing 1-4 of 4 comments
Per page: 1530 50