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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Opinion about Hard Counters
Gbolt
Member
As some of you heard, Steve mentioned there will be hard counters in PvP, where some specific classes can kill other classes easier, but be killed by other type of classes.
I believe Steve takes inspiration from Lineage 2, where it also has similar system. Where for example light armor classes such as archers and rogues can kill caster classes the fastest, but have trouble against heavy armor classes, especially tanks (which would even have special self buff to significantly reduce damage from bows).
What do you guys think about such system?
I myself at least in Lineage 2, liked it, because it put some balance in game, where even individually strong class would not be kill all do all (at some extent at least) in group play and it would make pvp more dynamic, where different classes would need to use different tacticts and maybe kill/cc targets they are best handling.
P.S. in Lineage 2, mobs also had similar resistances, where for example some mobs would have very high resistance to bow damage or magic damage, meaning that specific type of groups would need to be fighting those mobs.
I believe Steve takes inspiration from Lineage 2, where it also has similar system. Where for example light armor classes such as archers and rogues can kill caster classes the fastest, but have trouble against heavy armor classes, especially tanks (which would even have special self buff to significantly reduce damage from bows).
What do you guys think about such system?
I myself at least in Lineage 2, liked it, because it put some balance in game, where even individually strong class would not be kill all do all (at some extent at least) in group play and it would make pvp more dynamic, where different classes would need to use different tacticts and maybe kill/cc targets they are best handling.
P.S. in Lineage 2, mobs also had similar resistances, where for example some mobs would have very high resistance to bow damage or magic damage, meaning that specific type of groups would need to be fighting those mobs.
1
Comments
That is not dead which can eternal lie. And with strange aeons even death may die.
That's why smart devs do cyclical balance based on individual abilities, NOT entire classes. If say a Mage is designed to always beat a Fighter, then you're right and fights turn into a coin flip with the winner decided purely by what classes are picked.
Instead, I would encourage devs to take a page out of League Of Legend's playbook, which shares out cyclycal balancing mechanics to a multitude of different champions. For example, some champions have a lot of self-healing in their kits, so to counter this there are a load of different items that reduce the healing. This means that players more often than not have the tools necessary to deal with what they are facing, it just depends on how and if they use those tools.
My only wonder is if it will still boil down to skill. How much of an advantage are we talking here? Am I going to see an Archer as a Mage and just think "Well forget this" and have to run away?
Tough too because I love a good 1v1, and I know it's not a great idea focusing on that balancing aspect of MMOs, but surely a little could go a long way maybe? But I've had some really good memories in MMOs with player driven content built around dueling culture. Helps people learn how to deal with different skillets and its just fun.
I rolled dark avenger, which also had panther pet. And at the time, you coud attack yourself with pet. So I could use my pet to "remove" sleep CC from myself and not be obliterated by caster:)