In my exemple, those 17 extra SPP are more a problem for the supportive BoB : since he is slower to skill up, he is much more likely to get killed before his fourth skill.MattDakka wrote:Yes, but with my system the killers would have to play more matches than now, at least.
The difference between 51 SPPs (current SPPs table) and 68 SPPs (my SPPs table) is 17 points. i.e. 8.5 more CAS needed to get the 4th skill. During the extra matches the BOB could be injured or killed.
Lowering the SPPs awarded for CAS (as you suggested) could work as well, but I think that many bash coaches would complain about it.
By the way i see it, a lot of players take forever to skill up if you don't choose the killer road : that's one reason (among others) why killer combos are so popular. So, if you extend the SPP table, you will only make killers more popular, when i think you should do the opposite.
If you want to re-balance perpetual league, that's unavoidable, since this environment seems to favor bash. Imho, it would be far worse to please bash coaches, since it would mean you're only aggravating already existing unbalancement (and i'm afraid your rule will). Personnally, i prefer to listen to all coaches who are currently complaining about perpetual league being too deadly.MattDakka wrote:Lowering the SPPs awarded for CAS (as you suggested) could work as well, but I think that many bash coaches would complain about it.
So, yeah, reducing SPP for CAS may not be very popular (and quite tricky to balance), but that's the only way* to make killer skills less appealing in perpetual league.
* dealing with spps distribution
That's only a part of the problem : in perpetual league, all damaging skills are extremely common, which make it extremely hard for a lot of team to survive.How about we just get to the point and identify a simpler way to eliminate the problem we're all timidly not mentioning here.
Solution: Erase Piling On from the rule set all together. Everyone's problems solved.
Now, why are skills taken so often ? One reason is because it's the only way for a lot of player to see their next skill. If you limit SPPs for CAS, and give players an alternative source of SPPs, then coaches wouldn't focus so much on those skills anymore (well, of course, if you want to have significative impact, you'd need to decrease the synergy between killer skills as well...)