leonerdo wrote: » I'm seriously starting to worry that the 64-class system and all the augment choices will be the downfall of this game.
Caeryl wrote: » As long as there isn’t something that is the go-to in more than half the possible combat scenarios, then let it be balance via chaos. This beats that beat those beats them beats this. Cyclical balancing is generally the most “fun” kind
"There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy" - Steven Sherif
Wandering Mist wrote: » Caeryl wrote: » As long as there isn’t something that is the go-to in more than half the possible combat scenarios, then let it be balance via chaos. This beats that beat those beats them beats this. Cyclical balancing is generally the most “fun” kind Yes, cyclical balance is the idea situation, but even that can get out of control if you have too many variables in play (League of Legends and Pokemon are perfect examples of this). What makes this even more confusing is that Intrepid have gone on record multiple times saying that they will be balancing the game around group play, NOT individual classes: "There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy" - Steven Sherif I think what Steven means here is that as long as you have all 8 primary classes present, there will be an even balance. The thing is, this will very rarely happen in the actual game, in either PvP or PvE. If they truly decide to stick with the "group balance" direction, then the majority of fights will naturally be unbalanced even if there are equal numbers of players on both sides.
leonerdo wrote: » I'm seriously starting to worry that the 64-class system and all the augment choices will be the downfall of this game. (28 potential augments for every ability?) There's no way to balance all of those choices. It's gonna take a ton of work just to design all of the augments to be unique, and to make vfx for all of them. Plus, there won't be any concept of "class kits" with elegantly designed interactions, since every build is essentially made piece-meal out of independent abilities/augments. If they don't back down on those ambitious goals, then I fully expect 90% of the abilities, to be bland, imbalanced, or janky af. And we'll just end up with 20 meta builds anyways. Am I wrong? Please tell me why I'm wrong.
leonerdo wrote: » 28 potential augments for every ability?
Ventharien wrote: » Yeah ESO is probably not too bad a similar idea. Especially with the ability to change your secondary class giving it some flexibility.