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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Game Balance PVE vs PVP
ArchivedUser
Guest
This particular post is about having dynamic classes in PVE vs PVP.
Now lets say the summoner class can summon monsters to aid him or her in combat. Each one with different abilities buffs or debuffs. And lets say that after completing a long quest line and and fulfilling many tasks for a certain faction that is in game they get to summon...one of those half man half spiders monsters that we have seen in game for lets say a 30 seconds.
Or if you are a playing a pally then afer a long questline and getting in good standing with an in game faction designed just for pallies you get to summon a defender (two handed sword that also gives defensive buffs plus great damage) for lets say 30 seconds.
Or some other awseome ability that just really defines and sets apart them from other classes.
How is that going to work out in pvp. Well in truth unless you nerf the abilities (which would make them lame but I guess still useful) It does not work to well with pvp. so it just better to tell people right from the start.
That classes are going to have dynamic powerful abilities they just cannot be used for pvp purposes cause they are to powerful. If you try to go the way with balancing abilities that are designed to fight world bosses and raid bosses with pvp just does not work out to well.
Just to make a point healers are going to be designed for an eight man team but arenas are going to be 3 man group. So it could be that if you have 2 very good healers on opposing team then neither team can kill each other cause healers are just healing to much or its take a long time for them run out of what ever resource they use to cast spells making for very long arenas.
So it is just better to have abilities perform differently to fit the situation.
One last point I would like to mention is. Let say implosion has to be nerfed for pvp cause it is causing to much damage to other toons. Well the guy that does not pvp could not care less about pvp or what goes on in arenas or battlegrounds. All the sudden his or her implosion is doing a lot less damge and their toon feels a lot less powerful.
From what I know toons will only have like 8-12 or 8-16 abilities per class that will make it much easier to balance. But if you are going to have the same abilities and rules for pve and pvp it is going to like fitting circle inside a socket that is made for a square guess you could do it but it is just one big headache.
Now lets say the summoner class can summon monsters to aid him or her in combat. Each one with different abilities buffs or debuffs. And lets say that after completing a long quest line and and fulfilling many tasks for a certain faction that is in game they get to summon...one of those half man half spiders monsters that we have seen in game for lets say a 30 seconds.
Or if you are a playing a pally then afer a long questline and getting in good standing with an in game faction designed just for pallies you get to summon a defender (two handed sword that also gives defensive buffs plus great damage) for lets say 30 seconds.
Or some other awseome ability that just really defines and sets apart them from other classes.
How is that going to work out in pvp. Well in truth unless you nerf the abilities (which would make them lame but I guess still useful) It does not work to well with pvp. so it just better to tell people right from the start.
That classes are going to have dynamic powerful abilities they just cannot be used for pvp purposes cause they are to powerful. If you try to go the way with balancing abilities that are designed to fight world bosses and raid bosses with pvp just does not work out to well.
Just to make a point healers are going to be designed for an eight man team but arenas are going to be 3 man group. So it could be that if you have 2 very good healers on opposing team then neither team can kill each other cause healers are just healing to much or its take a long time for them run out of what ever resource they use to cast spells making for very long arenas.
So it is just better to have abilities perform differently to fit the situation.
One last point I would like to mention is. Let say implosion has to be nerfed for pvp cause it is causing to much damage to other toons. Well the guy that does not pvp could not care less about pvp or what goes on in arenas or battlegrounds. All the sudden his or her implosion is doing a lot less damge and their toon feels a lot less powerful.
From what I know toons will only have like 8-12 or 8-16 abilities per class that will make it much easier to balance. But if you are going to have the same abilities and rules for pve and pvp it is going to like fitting circle inside a socket that is made for a square guess you could do it but it is just one big headache.
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Comments
Which they need to, because if they don't like 75% of feedback is going to be irrelevant
Also, Not all groups are enjoyable, people can be nasty (and i'm sure we will have those types). We all know how online games are hubs for trolling, irritating people
Other groups have objectives, goals you may not want to follow.
Some groups will have gear/parsing, etc. requirements you don't meet.
Some groups will be looking for a certain class only to join them.
Some groups are Only guild members.
Some groups will boot you cuz some friends just came online
Some people like to group with friends only, and if they are offline......
And of course there's always groups where drama pops in......
And we'll have those moments when we just "don't feel like" grouping
All I'm saying is people should be able to enter pvp whether grouped or not, and if they want to 1v1 so be it. I'm not even gonna bring up if there's gonna be a queue for group to form up, and then they boot you right after you joined LOL waste of time.
I hope they will come up with a good system for it, otherwise pvp won't work well generally speaking.