Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Class Balance
ArchivedUser
Guest
Hey guys just wanted to bring up the talking point of class balance which is essentially where the game will live and die. Devs, I really hope you listen to the feedback we provide to all Alphas and Betas because if anyone wants to see this game succeed I do. Playing competitively at the highest level of WoW has turned into rock paper scissors. For example I play a retribution paladin in 3v3, I finished over 2800 rating last season (top .5%). An arcane mage is my counter, however one would think with superior game play I could still over come my opponent. This is simply not true, an arcane mage could play with his/her feet and still dumpster me. In most games, against counters, one can win but they have less room for error.
My hope is that the pvp for AoC WILL have counters, but counters that aren't unbeatable. I want to know that if I make pro play after pro play, and while my opponent is drooling and running in circles I can still win.
Metas will always exist in the game, that's for certain. I hope you guys can deliver a system that will allow all comps, and all strategized set ups to be successful. Thank you for taking the time to read my post. Can't wait to play.
My hope is that the pvp for AoC WILL have counters, but counters that aren't unbeatable. I want to know that if I make pro play after pro play, and while my opponent is drooling and running in circles I can still win.
Metas will always exist in the game, that's for certain. I hope you guys can deliver a system that will allow all comps, and all strategized set ups to be successful. Thank you for taking the time to read my post. Can't wait to play.
0
Comments
Unfortunately at high rated play 2800 it is so competitive that even a small advantage will turn the tides and make for a win. So It is really really hard to level the playing field at high rated play. That ret 2800 hundred rating could be more of an accomplishment than lets say some overpowered class or spec gettind same rating. Cause it takes just that much more skill.
Seperating or not seperating depends on the game and it's systems. WoW in it's form should have seperated it. They would have avoided breaking pvp to balance pve and vice versa with every patch cycle.
Ashes has no set combat system yet that we know of.
Since they don't want specific PvP/PvE stats tho I can see one (two) possible outcomes.
1. We just don't deal a lot of damage in the first place. So basically the hp pool of the Monster measured in player-hp is the balancing factor of pve.
(2. We have a lot of hp and monsters hit especially hard.)
Number 2 is practically not viable tho since it would instead put healers light years ahead in power and would be the WoW equivallent of fucking up your balance one way or another.
Whatever kind of systems they go with they should be ready to compromise where they need to to have it balanced not the other way around.
What I see AoC doing is giving you reasons to being certain classes with you based on their utility skills.
I don't mind one class being stronger then most others, it's when they stay stronger then the others and never get changed that annoys me.
There is Class tuning of classes strengths and weaknesses but this is not Class Balance. Just like if I play a Ranger and keep a Rogue at max distance and pick the Rogue off with arrows, the only want to balance this fight out is by having no strengths and weaknesses then why do you need classes? Look at Sea of Thieves and you will see Balance, its because everyone is the same. Skill takes over.
There must always be a balance if not then you will see a huge imbalance in classes picked.
Wit 64 classes think it is going to be a nightmare but I am sure they will do the best they can. Really no fualt on the dev team but I think when it launches since the game is brand new there will be lots of issues but think it would be fair to give them the time to deal with such issues.
It's best to simply wait and let the game come out, there will probably be some minor issues with class balance at the beginning but it will be cleared up pretty quickly in my opinion.
If again you take a Rogue and Ranger and they are of equal gear level and do equal damage in their builds then, its players skills that should determine who wins. If the Ranger keeps the Rogue from hitting them the Ranger should win, if the Rogue gets the jump on the Ranger the Rogue should win. Skill and using your strengths against another weakness should be the focus of the balance. Not making sure every situation is balanced. Maybe the Rogue is much better geared and the Ranger plays like crap or vice visa.
Focus on making sure the classes play as they should and that should be good enough. O and BTW you will always see a huge imbalance in the way classes are picked. Just like a SWG and PVP and Class balance there was just fine outside the Jedi, but the Jedi was a permadeath thing so they had to be OP. Your pistoler had no chance vs a creature handler. There is Class inbalance, but my commando destroyed a creature handler.
When you have more than a handful of classes and ways to play you will have imbalance.