Originally Posted by
Bazinga!
Ahh the ol' balance thread.
I read the whole 'Easy way to balance PvP' part and *in my opinion*, it won't change a single thing. It would make PvP different but not balanced. In fact, balance is a vague word. You cannot have balanced PvP in an RPG. Each class has their own role in a TEAM. If each class is different, then why would one expect that they are balanced in a fight. This also dismisses the concept of a 1v1.
However I completely agree with your overall view of 'balance' as you call it, which is diversity. The more diversity, the better PvP experience. It doesn't become balanced (which it shouldn't) but it doesn't become stale. That's the same point I tried to get people to understand when I was still active on forums.
You've mentioned quite a few points in your balance PvP section. I haven't played in a long time but seeing that nothing has changed, I believe that a majority of PvP imbalances can be fixed with only two small suggestions which you haven't mentioned in that list.
1. Make the skill point cap as high as possible, say 15 or 16: With the current system, there's literally one build. With more skill points, you actually have to choose which type of character you want to be. For e.g. debuff mage or nuke mage? Or maybe defensive support.
2. Make stats <100 or around 100: With stats going insanely high (e.g. 300+ hit), it takes away another factor contributing to PvP as a whole. The more dependencies you have in PvP, the higher the chance for a random (different) outcome.
This is literally giving more or less the same result that you're hoping for with only two changes instead of making everything like the sewer cap.
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