Post#26 » Wed Jun 14, 2017 3:08 pm
In regards to the basis of balance:
It should be abundantly obvious as to why 6v6 is the basis of balance: extrapolation.
A group consists of six members - the implementation of mechanics and especially their limitations revolves around groups; buffing (targetcaps, [...]), cleansing and alike, (...).
With the latter being the case everything related to the purely statiscal side of things (averages [hps,dps,...], itemization, stat conversions, [...]) is invetiably dependent on a single-group based balance.
In other words, the only way to properly gauge/prevent/tune the extremes is to look at a group in a controlled environment first and then add additional factors (AoE [targetcaps, potency,...], morales [accessibility, traits, ...]) relevant to the situation to the equation, after the fact.
A warband consists of four groups; any other coordinated format consists of a set amount of groups after all - I'd argue that one could think about splitting balance according to said mechanical limitations; target caps and potency, but the majority of things (= everything but morales and AoE) would still have to be balanced around 6v6, one way or another.
One could save alot of time in regards to this debate and hint at combinatorial logic and basic probability theory otherwise...
For as long the mechanical limitations are not being changed - and even if that happens - balancing around any other format is mathematically speaking utter nonsense.
Abbd.: Not to mention the non-standardized set of variables. 'Perfect' balance as most envision it is simply not possible with the game design at hand.
Last edited by
Darosh on Wed Jun 14, 2017 3:37 pm, edited 1 time in total.