A New Attempt At Balancing - Proposals & Suggestions - WarpPortal Community Forums

Jump to content


Photo

A New Attempt At Balancing


  • Please log in to reply
5 replies to this topic

Poll: at least read the TL;DR first gaiz (1 member(s) have cast votes)

Should PvE and PvP be treated as two seperate things?

  1. Yes (14 votes [93.33%])

    Percentage of vote: 93.33%

  2. No (1 votes [6.67%])

    Percentage of vote: 6.67%

Vote Guests cannot vote

#1 Tundra

Tundra

    Amateur Blogger

  • Members
  • 278 posts
  • Playing:Dragon Saga

Posted 05 November 2010 - 06:49 AM

Right, well, let's dive right into it.

I'm sure most of you know of the Harlequins and Paladins, right? Well, Harles were PERFECT in PvE, but in PvP... Not so much. So they give them a few nerfs and tweaks to make them slightly more fair in PvP. The end result? They're mediocre in PvE and now mediocre in PvE. Looks like they weren't so broken after all. Paladins were crappy in terms of PvE damage, so they were given a few boosts and lovely launching moves. The end result? They're ridiculously OP in PvP and decent in PvE.

What's the point of mentioning those two things? Well, if you noticed, a perfect PvE set up was ruined due to changes made because of unfairness in PvP and vice versa. As a result, things became even worse off. That's because PvP and PvE are treated as ONE THING, whereas it should be two separate worlds with separate mechanics. Some moves should be tweaked (made weaker, have longer cool downs, etc.) in PvP to be more fair, whilst in PvE, they are just fine. A good example would be the warrior's <s>hacking</s> lovely bears. Decent to use in PvE, OP in PvP. Another example would be the the loads of slow animations for Warmage skills. In PvE, it's fair since they will own regardless and DO need to be slowed down in order to keep things balanced. In PvP, it simply does not work because PvP is fast paced, if you're not moving, you're dying. As such, it should go back to the way it was (animation canceling) for PvP and stay the same in PvE. There's so much to address, but that's not the main focus of this topic.

It's really that simple, well, to start off. The game will never achieve a decent equilibrium if you try balance 16 different aspects (Character mechanics, which are 8 setups for PvP and 8 setups for PvE). However, it can be achieved if there are two scales being used instead. It'll still require some time and work, but at least the weights won't overwhelm the scales this time.

Once they acknowledge this, THEN we can all work on balancing the classes. All you need to do is look at the Harlequins and Paladins to know that the current way of "balancing" will never truly balance out the game.

TL;DR
PvP and PvE are currently being treated as the same thing to some degree (in terms of skill buffing/nerfing), whereas they should be treated as SEPARATE things. They should make totally separate skill formulas/mechanics/cooldowns/etc for PvP and PvE so things can actually become balanced... Eventually.

Edited by Tundra, 05 November 2010 - 04:57 PM.

  • 4

#2 canajew

canajew

    Awarded #1 Troll

  • Members
  • 583 posts
  • Playing:Dragon Saga

Posted 05 November 2010 - 11:54 AM

If only we could + more then 1
  • 0

#3 Toad10th

Toad10th

    I made it Off Topic

  • Members
  • 14 posts

Posted 05 November 2010 - 11:56 AM

Right, well, let's dive right into it.

I'm sure most of you know of the Harlequins and Paladins, right? Well, Harles were PERFECT in PvE, but in PvP... Not so much. So they give them a few nerfs and tweaks to make them slightly more fair in PvP. The end result? They're mediocre in PvE and now mediocre in PvE. Looks like they weren't so broken after all. Paladins were crappy in terms of PvE damage, so they were given a few boosts and lovely launching moves. The end result? They're ridiculously OP in PvP and perfect in PvP.

What's the point of mentioning those two things? Well, if you noticed, a perfect PvE set up was ruined due to changes made because of unfairness in PvP and vice versa. As a result, things became even worse off. That's because PvP and PvE are treated as ONE THING, whereas it should be two separate worlds with separate mechanics. Some moves should be tweaked (made weaker, have longer cool downs, etc.) in PvP to be more fair, whilst in PvE, they are just fine. A good example would be the warrior's <s>hacking</s> lovely bears. Decent to use in PvE, OP in PvP. Another example would be the the loads of slow animations for Warmage skills. In PvE, it's fair since they will own regardless and DO need to be slowed down in order to keep things balanced. In PvP, it simply does not work because PvP is fast paced, if you're not moving, you're dying. As such, it should go back to the way it was (animation canceling) for PvP and stay the same in PvE. There's so much to address, but that's not the main focus of this topic.

It's really that simple, well, to start off. The game will never achieve a decent equilibrium if you try balance 16 different aspects (Character mechanics, which are 8 setups for PvP and 8 setups for PvE). However, it can be achieved if there are two scales being used instead. It'll still require some time and work, but at least the weights won't overwhelm the scales this time.

Once they acknowledge this, THEN we can all work on balancing the classes. All you need to do is look at the Harlequins and Paladins to know that the current way of "balancing" will never truly balance out the game.

TL;DR
PvP and PvE are currently being treated as the same thing to some degree (in terms of skill buffing/nerfing), whereas they should be treated as SEPARATE things. They should make totally separate skill formulas/mechanics/cooldowns/etc for PvP and PvE so things can actually become balanced... Eventually.

This speaks the truth 100% :P
  • 0

#4 Tundra

Tundra

    Amateur Blogger

  • Members
  • 278 posts
  • Playing:Dragon Saga

Posted 06 November 2010 - 09:42 AM

Looks like someone accidentally clicked "No" or something. :3c
  • 0

#5 needo2

needo2

    I made it Off Topic

  • Members
  • 29 posts
  • Playing:Ragnarok Online

Posted 06 November 2010 - 02:57 PM

dude don't quote the whole thread....
I voted Yes without agreeing exaclty
I know PvP is really unbalanced but solution shouldn't be different cooldowns/casttimes
I have a solution lets just make an Assassin unable to kill a Mage (Acolyte) in 1 second (both level 30)
seriously I f***ing died at 2-3 instants (I say instant I mean instant like bears) I dunno if its 2 or 3 because it all happend in 0.2 seconds
  • 0

#6 DarkWyvern

DarkWyvern

    Amateur Blogger

  • Members
  • 368 posts
  • LocationOntario, Canada
  • Playing:Dragon Saga
  • Server:Vvyern

Posted 06 November 2010 - 09:01 PM

I completely agree 100%. It becomes ridiculous when someone gets a major boost that is not needed in a part of a game to boost another weakness from it. They really should work on using split skill attributes in pvp and pve. If it works in Guild Wars, it can work here.
  • 0




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users