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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.
Balance skill dmg for PvE and PvP
Veeshan
Member, Alpha Two
ive played alot of MMO mainly aimed at PvP and one issue i find crops up is that some skill balanced for PvE is OP for PvP and vice versa, this also make it harder to balance skills between the two at time>
in the past with CC skills they tried balancing this with dimishing returns in someway but ive only seen one game balance dmg between the two.
I recommend having all skills have two values attached to them mainly, one will be for when it affect players and another for mobs. Lets say a thief skill assasinate does 300% dmg to mobs howerver to players it does 200% dmg for example this way you can use this skill to do huge dmg on mobs without running the risk of just the unfun gameplay of 1 shotting squishy players for example. using this method allows you to adjust TTK for individual skills which makes balancing easier for PvP without the side effect of nerfing PvE players for dungeons/raids and so on.
You can do the same with CC where one skill might stun for 3 seconds on mobs but only 2 seconds on players for example too or debuffs.
I think overall this system allows you to adjust balance in one area without gutting it in the other.
in the past with CC skills they tried balancing this with dimishing returns in someway but ive only seen one game balance dmg between the two.
I recommend having all skills have two values attached to them mainly, one will be for when it affect players and another for mobs. Lets say a thief skill assasinate does 300% dmg to mobs howerver to players it does 200% dmg for example this way you can use this skill to do huge dmg on mobs without running the risk of just the unfun gameplay of 1 shotting squishy players for example. using this method allows you to adjust TTK for individual skills which makes balancing easier for PvP without the side effect of nerfing PvE players for dungeons/raids and so on.
You can do the same with CC where one skill might stun for 3 seconds on mobs but only 2 seconds on players for example too or debuffs.
I think overall this system allows you to adjust balance in one area without gutting it in the other.
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Comments
The target TTK is aimed at 30sec-1min so I don't see 1-shotting be something that can be done anytime soon. They have stated that they want gear to be a max of 50% power influence but I don't really understand how this will work since it seems that only having 50% from base to work with will create issues with the constant progression which is something all mmos need.
NW was designed primarily for PvP, with PvE tacked on at the end.
Ashes is designed for PvX from th start so should not need separate PvE/PvP stats or gear.