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    Senior Member Bazinga!'s Avatar
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    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.
    Last edited by Bazinga!; 05-15-2017 at 11:40 AM.

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    Senior Member Dolloway's Avatar
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    Quote Originally Posted by Bazinga! View Post
    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.
    I mentioned higher skill levels being a possible option (level 12 skills).

    Stats like dodge being around 100 will just promote luck favored pvp. There's also a reason sets come with the stats they do. I don't advocate for 300+ hit, but I don't think every set should give 100 hit either. If stats are 100 for every single set, the best class (in this case, probably Mage) will have the advantage since sets don't provide strengths and weaknesses that are fitting to the different classes.

    I used the term 'balance' because when people think of good pvp, they tend to think of it as balanced. It's more applicable to the community than other terms. If I had to choose one or two other terms, I would choose 'diverse' and 'skillful' pvp. Of course, there is still skill that is involved in current endgame pvp, but it is not the same nor as much skill that has been involved at other pvp levels. Some classes/class types can do fine in pvp by just spamming skills without thought (as long as you have things like range and play style down) and that is not okay to me.

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    Senior Member Bazinga!'s Avatar
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    Quote Originally Posted by Dolloway View Post
    I mentioned higher skill levels being a possible option (level 12 skills).

    Stats like dodge being around 100 will just promote luck favored pvp. There's also a reason sets come with the stats they do. I don't advocate for 300+ hit, but I don't think every set should give 100 hit either. If stats are 100 for every single set, the best class (in this case, probably Mage) will have the advantage since sets don't provide strengths and weaknesses that are fitting to the different classes.

    I used the term 'balance' because when people think of good pvp, they tend to think of it as balanced. It's more applicable to the community than other terms. If I had to choose one or two other terms, I would choose 'diverse' and 'skillful' pvp. Of course, there is still skill that is involved in current endgame pvp, but it is not the same nor as much skill that has been involved at other pvp levels. Some classes/class types can do fine in pvp by just spamming skills without thought (as long as you have things like range and play style down) and that is not okay to me.
    You obviously took it too literally when I said <100. It's my fault for not explaining the second point properly. When I said that I meant that no stat should go over 100% because it just doesn't make sense to have that stat any more. This doesn't mean change the value of dodge from 30 to 100. Keep dodge 30 and make hit 90 is what I'm saying. Also every class need not have the same hit %. For e.g. a bear could have 75 hit, a mage 95 and a bird 110. They are all close to 100 or less than 100 but still make a significant difference in PvP. Hope you understood.

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