tbh i think what we have going right now is fine. With this format, issues can be handled as they come up (e.g. we find out that maybe it's impossible to have a balanced Level 5 Deep Pass)
Perhaps, but it's best to have suggestions for when such situations invariably do pop up.
I mean Twin's argument for adding cooldown to all Actions is because they already have to deal with everyone being able to spam "Hit Harder" Actions with no penalty short of the threat of Action Lock which will ultimately just cripple Support characters far more than any Damage Dealers (Basic Attacks exist, but I don't think anyone has healing, taunts, or buffs as Basic Actions, if such are even possible in the first place).
It isn't impossible if people actually, oh I don't know, make intelligent decisions regarding their actions, and what is expected of them, especially when someone tells you something is OP or UP on your own sheet.
That merely delays the issue, because the two types scale at different rates. Invest a point into Basic Attack and suddenly everything in terms of that becomes more powerful, which is not the case for unique calculations. Every single time a character gets a weapon with higher base damage all Basic Attack dependent Actions increase in power.
Yes it is, by simple virtue of completely uprooting systems that can interact in certain ways. There is a huge difference between percentage based and stat based Debuffs. You understand how phenominal the difference between -10 RES and -10% RES is, don't you?
And yes, I know several games that not only use two completely different damage calculations, but more than two, consider skills such as "1000 needles" "Demi" and "Ultima" from the Final Fantasy games, as one example out of several others, if you don't consider that variety, there is no hope for me even registering your argument from here on.
I am well aware that percentage and absolutes are different. My argument is that one will suffice. Especially when right now, a percentage-based one seems to be more powerful than an absolute one. Sure an absolute one works better if the target's stat is lower, but generally if that stat is lower enough for that to matter, then they won't really be using it much in the first place either.
And funny you should mention Ultima vs. Demi, those are not necessarily attacks. Ultima may be presented as a True Attack. Demi may be represented as a Status Effect, sort of like Instant Death, except only doing a quarter of the job. Indeed, Demi seems to be handled very much like a Status Effect with a high miss rate and bosses being immune to it.
I might be mistaken, but even if it is like 5 sheets that need to be changed, unless all 5 of them were overpowered, it is unreasonable for force them to change their sheet because others have ruined it for them.
You realize that you are arguing that
A: at this moment in time, Uniques and Overlays are balanced with each other, and
B: it is unreasonable for one to be replaced with the other, right? If they're as balanced as you say they are, they there should be minimal issue in swapping one calculation for another, save for perhaps ones such as
Big Boom gaining the free effect of "uses SYN instead of DEX for calculating this attack's damage".
I mean, you imply (and don't say you do not, because that is precisely what your argument implies) the people here are incapable of problem solving and any form of civil discussion unless they are given hard limits to what precisely they can and cannot do, and that is not the nature of this game anyway, it isn't supposed to be that serious and straight laced, otherwise, neither of my characters would have gotten in, and I probably would not have joined anyway.
You really think the worst of me, don't you? My argument is that as long as the systems are this inconsistent, you're always going to have problems, not because people are incapable of acting reasonably, but rather because the systems themselves scale differently. Which is an issue, because having to suddenly revamp or respec Actions every few levels is a time consuming process.