Originally posted by Warlock
It really is amazing at how ignorant some people are...
Here's an example of why +% gear is "overpowered". I will also illustrate why it's not clearly the best choice as a 2nd and/or 3rd AEQ.
Big Boy: Power HB - 250lbs, 105 strength, 75 carrying, +60% break tackle chance worth of AEQ and 15 bruiser.
Vs.
Speed kills LB: Under-sized and speedy LB - 215lbs, 50 strength, 50 tackling, +0% make tackle chance AEQ and no tackle making VAs.
Run stuffing LB: Powerful and sure tackling LB - 240lbs, 80 strength, 75 tackling, +46% make tackle chance AEQ and 15 DvG.
Run stuffing LB (without AEQ/VAs): Decent tackling LB - Powerful and good tackling LB - 240lbs, 80 strength, 75 tackling, +0% make tackle chance AEQ and no tackle making VAs.
Example #1: Let's say Big Boy has a 20% base chance to break the tackle attempt of Speed kills LB, due to the differences in attributes. This means that the 105% break tackle chance bonuses from AEQ/VAs is actually worth a 21% increased chance to break said tackle attempt.
Example #2: Let's say Big Boy has a 10% base chance to break the tackle attempt of Run stuffing LB, due to the differences in attributes. This means that the 14% break tackle chance bonuses from AEQ/VAs (minus the LB's AEQ/VAs) is actually worth a 1.4% increased chance to break said tackle attempt.
Example #3: Let's say Big Boy has a 10% base chance to break the tackle attempt of Run stuffing LB (without AEQ/VAs), due to the differences in attributes. This means that the 105% break tackle chance bonuses from AEQ/VAs is actually worth a 10.5% increased chance to break said tackle attempt.
Notice the trend? +% bonuses are only "overpowered" when there's a huge discrepancy in attributes. Balance attributes and you fix +% bonuses. You balance attributes by making people have to sacrifice equally important aspects of play to gain an advantage in other areas. By simply nerfing +% bonuses, you hurt player development choices... as you basically take away the benefits of making a specialized player and people will feel (justified I might add) that it's ineffective to build that way. I know that once the build trends change and people start building counter builds, +% bonuses will be almost worthless. Forcing our hand in so-called choices/options and thus hurting player diversity. Is +11.5% (2nd piece of +% AEQ) to a 10% base chance (+1.15% increased chance) really worth more than +5 to an SA? How about +5.75% (3rd piece of +% AEQ) to a 10% base chance (+0.575% increased chance)?
I understood the change perfectly until I read this post.
I mean, besides the obvious make believe numbers and percentages you are throwing out, the comparisons are completely mindboggling.