In my opinion, there is only one way:
#1 class & item balance
- It's easier to create a PvE content that is balanced for all classes.
- Only balance allows the development of fair & challenging enemies
- PvP will be balanced and that will give players something to do
- It's much cheaper than creating new 3D models for a map, item, etc.
#1A What to change?
Well, there was a time where things were quite balanced:... But all that is gone
- due to the high defense rates, heals & DoTs are overpowered
- due to the high vigor rates, the CC effects & lower-tier skills are inbalanced
- due to the new max. skill levels, the skill-to-skill balance is ruined
- due to the new formulas, there's no stat significance & character development
And due to all the things that were designed to address these issues: penetration, honing & refinement,
we are now too dependant on our gear and that includes the Kafra-shop as well.
Now, what would a logical thinking man do? - He would try to return to the original, balanced state!!!
That doesn't mean to revert everything (would break the existing content), but the result should be similar!
So, the most important question is:
#1B How to change all that in a cost- & time-efficient way?
The answer; Just like an insolvency administrator would do it:
Give a damn about the status quo => Survival over everything!.
lower the effective / resulting defense rate
"effective" defense rate, because only the applied result matters (and breaks the DoTs & heals).
So there are three ways:
- lower the defense values (base values or refinement bonus)
- alter the defense formula to lower the calculated rate
- significantly increase armor penetration
Either way, this will increase the damage taken, so you have to find a way to compensate it.
Once again, several ways.
- lower the weapon damage (incl. MATK bonuses)
- lower the skill percentages
- decrease the resulting total damage (f.e. applying an arbitary scale)
- increase the hitpoint total (either base HP, HP/lvl or HP/Vit)
F.e. the devs could let the weapon refinement increase penetration by 1% per level,
and let armor refinement increase HPs, not defense... But that's just one option.
So it's less about the "how" and more "how much would it cost".
That's why I would prefer the following: Temporarily remove all refinement bonuses,
lower the defense values of heavy & leather armor (to the pre-AoV mechanic)
and triple the character HPs by altering the HP per level formula.
All in all, Players would lose more HP per strike (lower defense), but should also have a higher HP total.
The percentual loss of hitpoints stays the same and therefore, the PvE content doesn't have to be adjusted.
(To negate the lower healing values and potion efficiency, players should simply get some extra HPs on top.)
And unlike the other possibilities, there's no risk that the result could be devastating
(what could happen with a higher penetration rate)
vigor rate, crit. rates & co.
To make it short. I would temporarily deactivate critical, vigor, penetration, haste and cast speed (maybe even the auto-attack).
That's the most cost-efficient way to get rid of many questionable things:
- Battle Tactics, Meditatio, Meditation
- perma-stuns
- triple pets
- Two separate x2 multiplier
- Fireball & Highness Heal DoTs being amplified by crits.
The compensation:
I'd raise the total weapon damage by 30~40% and - if it doesn't affect monster attacks - increase the player hitpoints by ~30%.
If the devs want, they can create a special "chaos moon" event out of these changes, also raising the drop chance.& MP rewards.
The benefit:
You buy yourself time to fix the formulas. In addition, classes without secondary stats are ideal to reveal other existing skill inbalances.
IMO, skills & clases should be balanced independant of the crit. chance, vigor rates, etc. These bonuses should only support a specific gameplay
After these changes:
These two changes would solve most of the problems, but that's only temporary. The developers should use the time to fix the skills and formulas.
This shouldn't be complicated, mostly altering a few variables. But changes are dependant on the current implementation.
Here, it's more important to build a stable base for any future content. F.e. I recommend a 1.05lvl-1 scale for most formulas.
But the devs should not hesitate to alter remaining inbalances in time. It's not about the perfect solution, only about the best short-term fix.
F.e. it might be necessary to remove wind pots, to lower the purple pot efficiency or to restrict skills with a max. level of 10.
So even if you overshoot it or create new inbalances, simply fix it and don't wait for a flawless & extensive solution.
#2 interesting game modes
Once they've achieved an acceptable level of balance, Gravity should focus on developing interesting PvP modes and PvE bosses.
IMO, it's not that important if there are brand-new maps or monsters and cool new features,
it's more important to make good use of the tools you've already got.
League of Legends f.e. doesn't have many different levels and most champions are functional identical (or similar, but with a unique visual).
It's only the "fair" and interesting game mode that makes players so addicted. Nothing Ragnarok can't acheive as well.
Because I'd rather fight a known boss on a known map who became challenging again,
than to fight a new boss on a new map that is either broken or lame depending on your class choice.
Edited by Greven79, 08 February 2016 - 12:23 PM.