Killendel wrote: » Yeah man, I'm making an appeal cause I see it going down a road I think it shouldn't. I thought I read some where it was a PVP oriented game? If that's true. 8 man balancing will be catastrophic.
NiKr wrote: » Killendel wrote: » Yeah man, I'm making an appeal cause I see it going down a road I think it shouldn't. I thought I read some where it was a PVP oriented game? If that's true. 8 man balancing will be catastrophic. L2 was one of the best pvp mmos out there (best imo). It was balanced around party play (9-man btw). Classes had an RPS balancing, with some of them being quite OP at times. It worked out just fine.
Azherae wrote: » Can you elaborate on this? The more I look into L2's balancing, the more I find that it does not fit MY subjective definition of 'just fine' at all...
NiKr wrote: » Azherae wrote: » Can you elaborate on this? The more I look into L2's balancing, the more I find that it does not fit MY subjective definition of 'just fine' at all... Most parties were usually dagger/mage (with a few variations of mages)/archer/fighters. In the context of somewhat equal gear, any party could usually kill any other party. Most of the time it came down to party skill and cooperation. In 1v1 pvp, daggers would usually kill mages, mages would usually kill fighters, fighters would usually kill daggers, with archers probably being the most rng ones cause they had huge crits and if you got a few of them in a row then you'd usually win (or if your stun landed) but if you didn't get lucky - you'd quite often die. Oh, and as for supports/tanks - you'd either just lose or be so OEd that you'd manage to kill your opponent through perseverance. At least that's the matchups as how I remember them. Later updates brought a bit more variety to the game with a whole new race that had fairly OP abilities and could fit in several different parties, so the party pvp became even more equal, while 1v1s got even deeper into all kinds of RPS-like fights.
Azherae wrote: » Thanks, I definitely don't consider that to be 'working out fine' given my background, but as noted, I'm not as much of an MMO player apparently.
NiKr wrote: » Azherae wrote: » Thanks, I definitely don't consider that to be 'working out fine' given my background, but as noted, I'm not as much of an MMO player apparently. What would be working fine for you? I'm interested in a different pov on pvp balancing cause I only have this one.
Azherae wrote: » L2 seems to be one of those games, it does a bit of the M/B/A, but seems to have a lot more situations where the reason you are losing is because you are explicitly designed to NOT be able to adapt or counter to the opposing class (from my limited data).
Azherae wrote: » I think this promotes a bad culture where a player 'knows that they have lost before they begin' and can 'blame their losses on class balance' in the few situations where they could have done something due to learned helplessness.
Azherae wrote: » But since I realized I was just assuming that M/B/A balance was the norm, I had to look into L2 balancing more to see what Ashes might be inspired by. I did not like what I found.
NiKr wrote: » Azherae wrote: » L2 seems to be one of those games, it does a bit of the M/B/A, but seems to have a lot more situations where the reason you are losing is because you are explicitly designed to NOT be able to adapt or counter to the opposing class (from my limited data). Yeah, this is where the party balancing comes in. You can be a "dagger" party, but in reality you'd only have 2-3 daggers out of your 9-man party. With all the other characters being "supports" against different possible situations. Azherae wrote: » I think this promotes a bad culture where a player 'knows that they have lost before they begin' and can 'blame their losses on class balance' in the few situations where they could have done something due to learned helplessness. In my experience the main "blame" always fell on OEd gear, because it usually mitigated the rng that was fairly intrinsic to each class. Skill also mitigated it, but to a lesser extent against stronger RPS classes. When I was approaching any solo pvp fight, I'd first see their class (thanks to L2's gearing system). Then look at the player name/guild, which would give me their rough (or sometimes exact) gear power and their skill lvl. "Gear power" usually just meant the lvl of OE and the probability of them having epic gear, which wildly skewed rng in their favor. That would usually be the levels of importance when it came to figuring out whether you had a chance in pvp. If it was some class that completely demolished yours - you'd have low chances. If it was a player from a weaker guild with weaker gear, your chances would go up quite a bit. If that player had their own high lvl of skill - it'd pretty much be a toss up with a bit high chances on their side due to class RPS. But usually, no matter how bad it might've seemed, you'd just fight back and see what would happen. I've seen even way weaker players win against rps/guild/gear stronger players, just because they got a bit of luck on top of proper skill. Definitely wouldn't call the majority of L2 players defeatists though. Unless you were going against super OEd OP dudes with epic gear, then yeah, a bit Azherae wrote: » But since I realized I was just assuming that M/B/A balance was the norm, I had to look into L2 balancing more to see what Ashes might be inspired by. I did not like what I found. Yeah, I hope Intrepid manage to make a well-balanced pvx scene, no matter what form it takes.
Azherae wrote: » Well, can you explain to me for an example, exactly WHY a Dagger class kills a Mage, or a Fighter loses to them?
NiKr wrote: » Azherae wrote: » Well, can you explain to me for an example, exactly WHY a Dagger class kills a Mage, or a Fighter loses to them? This is where a bit of difficulty of explaining comes into play, because, as I've said before, L2 liked to balance classes with nerfs/buffs through the updates. In earlier updates a dagger would usually lose to a mage because he didn't have any gap-closers, so if dagger didn't have enough hp to come close to the mage (if the fight started at long range with both sides knowing about each other) - he'd just get nuked down. In a later update all daggers got no only full stealth ability, that let them take their time with their attacks (long cd and only 30sec duration though) and a gap-closing ability on a somewhat short cd. And with daggers having superior burst ability, they'd usually win out in that kind of matchup. Fighters got gap-closers in an even later update (if I recall the timeline correctly), but at the same time mages got a mana=defense ability, so unless the fighter got real lucky on his crits, the dmg could be not enough to outpace mage's dps even after the gap-closer. Daggers also had a detargetting ability and armor augment, so any low-mid skilled mage could sometimes lose themselves and just stop attacking, which gave a ton of time for dagger to stab the mage's ass several times, which was usually enough. Fighters were usually more on the "a ton of hp and good phys defense" side of the balance, so mage's attacks would hit them fairly hard and mage crits would go through that ton of hp quite quickly too. There was a time where a few fighter classes had uber strong ranged attacks, but I'm not completely sure if it was private server balancing or the official update's one. And that's where I hope either George or James could add their pov on this situation, cause I'm sure mine is fairly skewed from the "reality" too.
Killendel wrote: » The classes should have an identical capacity for damage and self preservation in PVP.
Azherae wrote: » I'm glad you enjoyed it, but I really can't imagine feeling all that great about a game where their idea of balance is things like 'Bad news, Mages, Dagger users all have gap closers and stealth and detarget now!'
NiKr wrote: » Azherae wrote: » I'm glad you enjoyed it, but I really can't imagine feeling all that great about a game where their idea of balance is things like 'Bad news, Mages, Dagger users all have gap closers and stealth and detarget now!' I can definitely see your point, but it was even worse for all the non-mages before that, because a few mage classes had a super OP buff cancel debuff and an even OPer Sleep ability. And w/o those gap-closers most classes didn't even have a chance at doing anything really (not always, but still). Here's one of the biggest examples of that. Though gear OE and epic gear definitely played a huge role here too.https://www.youtube.com/watch?v=G0V-MOz9RWk 6th and 7th abilities are the Cancel and Sleep respectively. You can see the sleep effect by a twisty purple circle over target's heads. But yeah, I do hope that Intrepid manages to create a good balance from the get-go, even if it's gonna be reaaal difficult.
Azherae wrote: » The TTK always looks pretty low, so I can see it, but is that the reason why, or is there something else specifically 'OP' about them other than 'one dispels a buff and one puts you to sleep'.
tautau wrote: » Even in L2, if you were crafty enough, you could break the mold occasionally. I played a healer (Cardinal), good gear (but not the best) and high level (but not quite top level). There was a monthly 1v1 PVP tournament and I could kill most daggers, archers and (less often) mages. I figured out an unusual combination of skills to concentrate on which quite often worked. I think part of the secret is to not try to be like everyone else, to figure out a different way which people don't expect.