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Balance skill dmg for PvE and PvP

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.


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    unknownsystemerrorunknownsystemerror Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One
    They have decided to go the opposite route. If you are interested in what they have said they plan to do, check out the wiki. It has everything that has ever been publicly quoted by them.
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    fabulafabula Member, Alpha One, Adventurer
    I'm glad they are sticking with only one set of rules, WoW is a great example of how to fail at this because you cannot balance things for two different games and that's what WoW had.

    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.
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    DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One
    edited April 2022
    Typically, MMORPGs are designed primarily for PvE, with PvP tacked on towards the end.
    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.
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    CawwCaww Member
    Pounding on NPCs and players should have the same look and feel without all the second guessing of which setup to use. Of course, that means getting pounded will feel the same as well which might help improve peoples PvP skills, both offensive & defensive, when working over mobs.
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