Jaycub wrote:I guess my first question would be why not just address the creep by crunching the stats on the sets and weapons themselves? I think most of us would rather have the hard numbers, than having an invisible system handle how hard we hit/get hit etc...
Doing so makes progression less attractive, as the increase in power between sets is reduced. Despite my aforementioned distaste for gear advantage, power differences must exist and they must be noticeable. They just mustn't be allowed to be taken to extremes. The simple solution of compacting gear alone has two flaws:
- It maintains a limit on the highest power set that can exist without reintroducing the original flaw of excessive power advantage
- It fails to maintain a large enough power difference between two nearby sets.
Jaycub wrote:Secondly and most importantly imo, How deep will customization be allowed to go? Because I believe if it is done correctly, this could totally negate a lot of the problems brought up in your examples. Will customization come from just gear? Or will we be seeing a lot of new tactics as well?
Don't know about new tactics, but properly balancing existing tactics should result in more customisation.
Jaycub wrote:edit (sorry it took me a bit too long to write the 1st post):
Azarael wrote:To make it perfectly clear:
Ignore the details of implementation for now.
The focus, for the moment, should be: Is my analysis correct? Does inconsistent state cause balance issues? If not, what part of my post is wrong?
There is no way anyone can debunk the statement "Does inconsistent state cause balance issues? ". It might as well be presented as a fact.
I should refine that to a more concrete example: Does the game play differently at Sovereign level than it did at Annihilator, as a result of the power increases and min/maxing? If that were to be the case, it would justify locking the balance forum unless a solution were proposed. Volgograd addressed this.
dur3al wrote:There is far to much overthinking about this, and I honestly cannot see the the main point.
Are you trying to say certain classes/skills/mechanics perform much better if certain stats are stacked to high (end-game sets) which will in return cause balance issues?
If that is the case then it is probably much easier to look at those skills/mechanics themselves no? And quite honestly I don't see that much of a big deal with these "stat-wise power-creeps" as long as everyone have the same availability to it when picking people within the same gear level.
That's exactly what I'm saying. Any significant change to game state, in terms of damage/heal balance, damage/wounds balance or anything else, shifts the underlying balance of the game. We know that's true from live, which had a different meta than RoR does despite being the same game. My point is that we should absolutely not direct balance efforts at the Annihilator/Mercenary state of the game if the underlying variables will change later on, as the balancing we are doing now will be rendered irrelevant. That remains the same regardless of whether everyone has access to the same degree of minmaxing.
That is why this topic is here - to decide whether the state shift to Sovereign level will significantly affect the balance, and if it will, whether something should be done about that upcoming state shift. If not, then balance efforts should stop until wide availability of Sovereign.
Karast wrote:There is also perhaps a simpler solution, although more work in the long run. Simply put, nerf the crap out of the sets. Keep the differences in stats between the sets extremely low. Cut the stat increase from T4 - T5 in half. Make T6 into T5. Make Invader into conq stat levels, and do the same moving up. Having Sov, be at where invader is now. Drastically reduce the armor, offensive stats, mitigation stats, and crit going forward. Make the difference between the sets much smaller and then differentiate with set bonuses. To avoid having one must use set, balance with bonuses and procs. Give one set crit bonuses, but the other a juicy proc, make it so each set has something unique to offer over another set. There are enough unique bonuses and procs to be able to do this in a meaningful way. There were a lot of unique set bonuses that got cut by Mythic in set redesigns that really made sets special. Range increase, key ability cooldown reducers, cast speed / auto attack procs. There are enough that a meaningful amount of sets could be produced and players would have to make some hard choices when it came to what set. High crit set or autoattack speed proc set? Redeploy cooldown reducing set, or weak heal debuff set?
Then drastically increase the renown cost on the higher ranks of all stats. If someone wants to go full crit, make it hurt more renown wise. If they want RD / CW make them pay through the teeth. Scale back the renown advantage via stats. But return some of the unique abilities, like door repair, and siege disable.
This alone would go along way into addressing the stat creep issues, while maintaining a small but manageable gear gap to motivate people to play better, and push for higher level sets.
This is not a bad idea.
Folticka wrote:Why people who play it years 24/7 cant have huge advantages agains players who just come to T4?
its same like lowbie scenarios if you are in T1 and you are lvl1 you get asskicked but when you are lvl 10 (or what is max lvl now) you just kick ass, same with end gear.
And party can fight with zerg if that party overgear the zerg. then that party can :| that zerg and that is good
Because this is a balancing act. We are balancing the undesirable state of having time invested play the game for you by giving you a massive intrinsic advantage (gear in place of skill, which is horrible) with the necessity of having a power difference because the game is based around a progression model and cannot stand using only its gameplay, as is the case for the majority of MMOs. 6-tier differences represent the worst the genre has to offer, in which the appeal of progression is crushed, because you are repeatedly trashed by nolifer noskills and lose the will to play long before you reach the top.
There is nothing admirable about crushing people with gear. That advantage does not represent some skill or talent of your own, it represents time spent. Being able to beat someone because you've played the game longer
per se - rather than because you have developed some skill, talent and/or understanding of the game which exceeds that of your opponent - is not worthy of respect, and that situation should be minimized as much as it can be.