Gerv wrote:
** These are the current frame-work options proposed to reach this point;
1) tier'd gear: posted on page 1
2) secondary stat pools where selected secondary bonuses are conferred against low geared players to a cap but not against equal geared players: posted on page 1
3) normalizing to a point the stats conferred via gear and creating horizontal customization through, for example set bonuses: page 4 posted by Karast
4) Adjustment of renown points, renown abilities and procs + and semi normalization of gear to address stat blow out: page 4 posted by Eatthisword
Just to be clear here the first two options are from the original proposal?
3.) I'd say that instead of creating a balanced state that won't need rebalancing with each new tier iteration this idea aims to minimize the power gain in tiers (and with it the difference in gameplay) to the point where rebalancing isn't needed.
But it has issues, Karast himself outlines the biggest problem with the original proposal as being the lack of progression relative to the top end (farming towards wearing a top set while the top set vs. top set battles won't feel like an upgrade and will play the same as anni vs anni). The original proposal still maintains progression relative to the general population in the sense that you're still on top of the food chain when it comes to people not wearing top sets.
Karast's solution however has progression relative to the top end but it minimizes both (relative to the top end and general pop) to the point of establishing a miniscule disparity between the sets thus minimizing the need for rebalancing, since ideally the differences would be almost unnoticable. However in terms of giving the players a sense of progression and motivation to work towards the sets it does worse than the OP in my eyes. In the original proposal the top players will at least have a somewhat significant gain in absolute power. In Karast's proposal they won't have much gain at all (they can't, otherwise the idea fails at the original aim of the difference not being big enough to require rebalancing). Thus I feel like it's a self-defeating idea.
Not to mention he proposes giving out crit set bonuses and procs, which according to the OP's analysis (which we're accepting by default), are one of the culprits of the imbalanced state.
I'll take a look at 4.) when I have time but I feel like the aim of the OP needs to be reiterated, it's either:
a) creating a stable system where balancing efforts are done once and not every x months or
b) no system is created, balance forums shut down and the dev team do their best to not introduce too much power-creep until we reach Sov.
It is not about the bottom end phenomenom itself, those issues can and should be solved in a different manner (I feel like since the OP mentioned them they're being overly fixated on here).