There will be quite a lot of loose ends seeing as some changes were presumably made with future changes in mind.
Spoiler:
True.Azarael wrote:I'm not willing to perform any kind of balance if I'm going to have to repeatedly tweak lots of variables just to keep things stable because people want and need their extra stats and customisation. I've no interest in that at all.
I think a quantitatively perfectly balanced game is an unrealistic dream anyway. The claim that new gear will introduce a myriad of new variables that will make perfect balance nearly impossible is completely true. However, as mentioned by others that doesn't mean the balancing effort should be given up on completely. While MMO players like having gear to work towards that gives them an advantage, I would hazard a guess that there is broad community consensus that the final stage of gear differences in AoR was absolutely game breaking and was one of the reasons for the game's death. That is why multiple people including myself are suggesting to have vertical progression, but to slow it down to a large extent. Every new set will be an improvement, but only a slight improvement. I still work towards +24 stat talismans even though they only give me a +1 stat difference. I am not saying the set improvements should be that drastically small; but Azarael and the developer team with what help the community can offer can figure out what the maximum difference should be between the 'basic set' (annihilator) and the top set (sovereign/tyrant). The progression between them can then be always a percentage of this maximum difference.Azarael wrote:I'm not willing to perform any kind of balance if I'm going to have to repeatedly tweak lots of variables just to keep things stable because people want and need their extra stats and customisation. I've no interest in that at all.
Why not just make a decision to never increase the maximum possible stat budget for dynamic variable's and relations like crit and initiative , armor and weapon skill. Alternatively you can try finding out what that ideal value of those stat's should be and then root your balance goals with those numbers in mind. That would still allow you room for liberal allocation towards the more linear scaling stat's (example: str. and toughness whose relation is easy to predict) in any future set .Azarael wrote:I'm not willing to perform any kind of balance if I'm going to have to repeatedly tweak lots of variables just to keep things stable because people want and need their extra stats and customisation. I've no interest in that at all.
It might make the game more bland in regard's to how extreme you were able to stack some of the more broken stat's , but i'd rather take bland and boring set increases then the horrible balance state on live.Azarael wrote: I don't like the mechanics of the major procs that were changed in this patch, and would much prefer them to be rooted in the user's original DPS / attack power somehow, such that any of the major group procs deals x% of the damage of the strike that triggered it. However, that's a more major change, as it would prevent fast weapons and dual wield from being abused, as well as neutralizing the offense of low attack characters.
Azarael wrote:I'm not willing to perform any kind of balance if I'm going to have to repeatedly tweak lots of variables just to keep things stable because people want and need their extra stats and customisation. I've no interest in that at all.
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