Spoiler:
In response to heavens blade thread, there was plenty of discussion on how and if it should stack, without actually even talking about what kind of DPS is generates behind it.
Many of these discussion threads seem to lack evidence based arguements. While I don’t claim to have all the answers, perhaps a suggestion is needed on how to approach the process of balancing.
Abstractly design the game, and have the numbers conform to that vision.
How many people, and how long should it take to kill an unhealed tank? How much %mitigation should you have Buffed? Unbuffed? Debuffed? Debuffed while buffed? While also morale debuffed?
Healing output vs. healing debuffs, vs damage output (burst windows vs. sustained). If you can give numeric values to some of these things, balance can be conceptualized easier. Take into consideration synergies, mobility, range, reaction time, character builds etc. it’s a measurement of offense vs. defense. While this is a large task, this is what is necessary to creating a balanced game.
Looking at a single balance issue in a vacuum is a problem.
Most changes create a ripple effect, as indirect buffs/nerfs to other abilities and strategies. Fixing single class issues turn into whack-a-mole, where problems will just arise elsewhere. Consider the implications.
Test the numbers.
Screenshots and video are essential to support balance issues. And dare I say, coordinated duels/fights are required for testing. Without a team of people actually seeing how combos function in real time, changes are made purely out of theorycraft and speculation.
The outspoken players do not represent the player base at large, they only represent themselves.
Opening discussion threads to the community at large, and locking them for not liking what’s written isn’t constructive. It’s deconstructive. Find the opinions you respect and skip over the trolls. Some people are trying to help with game design, and you are actively shutting them out. I’m convinced these sub forums represent bait for bans, rather than a place for critical thinking, and I’ve heard similar feedback from other players. Many don’t participate for this reason.
Many of these discussion threads seem to lack evidence based arguements. While I don’t claim to have all the answers, perhaps a suggestion is needed on how to approach the process of balancing.
Abstractly design the game, and have the numbers conform to that vision.
How many people, and how long should it take to kill an unhealed tank? How much %mitigation should you have Buffed? Unbuffed? Debuffed? Debuffed while buffed? While also morale debuffed?
Healing output vs. healing debuffs, vs damage output (burst windows vs. sustained). If you can give numeric values to some of these things, balance can be conceptualized easier. Take into consideration synergies, mobility, range, reaction time, character builds etc. it’s a measurement of offense vs. defense. While this is a large task, this is what is necessary to creating a balanced game.
Looking at a single balance issue in a vacuum is a problem.
Most changes create a ripple effect, as indirect buffs/nerfs to other abilities and strategies. Fixing single class issues turn into whack-a-mole, where problems will just arise elsewhere. Consider the implications.
Test the numbers.
Screenshots and video are essential to support balance issues. And dare I say, coordinated duels/fights are required for testing. Without a team of people actually seeing how combos function in real time, changes are made purely out of theorycraft and speculation.
The outspoken players do not represent the player base at large, they only represent themselves.
Opening discussion threads to the community at large, and locking them for not liking what’s written isn’t constructive. It’s deconstructive. Find the opinions you respect and skip over the trolls. Some people are trying to help with game design, and you are actively shutting them out. I’m convinced these sub forums represent bait for bans, rather than a place for critical thinking, and I’ve heard similar feedback from other players. Many don’t participate for this reason.