LuKe_NuKeS_Em wrote: » P0GG0 wrote: » simply put; they end up mandatory. a grp with a healer cannot lose in pvp againt a grp with out one. i'm active on new world and the current meta is anti heal proc on everything. it was true in dark age of camelot 20 years ago and it's still an issue today. love you, cant wait for the alpha. P0GG0 wrote: » simply put; they end up mandatory. a grp with a healer cannot lose in pvp againt a grp with out one. i'm active on new world and the current meta is anti heal proc on everything. it was true in dark age of camelot 20 years ago and it's still an issue today. love you, cant wait for the alpha. Agree in the sense that players should be viable in any combat with any classes given appropriate tactics. 8 rogues in a raid or 8 tanks in pvp should be options because that points to true balance and allows players to play what they want.
P0GG0 wrote: » simply put; they end up mandatory. a grp with a healer cannot lose in pvp againt a grp with out one. i'm active on new world and the current meta is anti heal proc on everything. it was true in dark age of camelot 20 years ago and it's still an issue today. love you, cant wait for the alpha.
Noaani wrote: » LuKe_NuKeS_Em wrote: » P0GG0 wrote: » simply put; they end up mandatory. a grp with a healer cannot lose in pvp againt a grp with out one. i'm active on new world and the current meta is anti heal proc on everything. it was true in dark age of camelot 20 years ago and it's still an issue today. love you, cant wait for the alpha. P0GG0 wrote: » simply put; they end up mandatory. a grp with a healer cannot lose in pvp againt a grp with out one. i'm active on new world and the current meta is anti heal proc on everything. it was true in dark age of camelot 20 years ago and it's still an issue today. love you, cant wait for the alpha. Agree in the sense that players should be viable in any combat with any classes given appropriate tactics. 8 rogues in a raid or 8 tanks in pvp should be options because that points to true balance and allows players to play what they want. The problem is, the only way to achieve this from a game development perspective is for the classes to all be both simple and bland. If you look at any game with this kind of hyer balance, simple, bland classes is how they do it. Look at how many abilities a given character in any game with this kind of balance has, and compare that to the fact that the current game design will see each of the 8 primary classes in Ashes have access to at least 2,520 ability variants - and this is before factoring in additional augments from the likes of religion and social organizations. That is over 20k ability variants in the game. These abilities that you can get from those available to your class aren't set in stone either, players are free to pick and chose which they want and which they don't want, within a framework. This game isn't intended to be about the kind of hyper balance you are talking about above. It straigth up isn't possible in a game like Ashes. That is the realm of lobby based esports titles where simple and bland is desired. In a game like Ashes, if you run with 8 rogues or 8 tanks, you should expect to get steamrolled by a balanced group of 4 players.
LuKe_NuKeS_Em wrote: » You know what is not fun? Having to wait to fill roles or fill the role yourself when you want to play a different character, that is not fun.
Liniker wrote: » Liniker wrote: » P0GG0 wrote: » i dont mind the trinity to easily balance a ton of PvE activities , i just dont want my open world PvP to become a PvE raid? so don't play ashes of creation, this is a game that follows a classic trinity system, I am a PvP player, ever since DaoC, through WoW, Warhammer online, Revelation, Archeage, Tera, and now AoC, what I love the most about PvP in MMOs is comp formation and tactics with tanks doing the engage front line and CCing, healers and buffers on the back being protected and DPS melting down enemies with AoE and flank groups going for the enemy healers, this is what MMORPG PvP should be and I'm glad that ashes is following that same path, if you don't like it, and want a 1v1 fighting game like BDO where everyone is just a different flavor of assassin, this is not the game linking my comment from the tank thread here,
Liniker wrote: » P0GG0 wrote: » i dont mind the trinity to easily balance a ton of PvE activities , i just dont want my open world PvP to become a PvE raid? so don't play ashes of creation, this is a game that follows a classic trinity system, I am a PvP player, ever since DaoC, through WoW, Warhammer online, Revelation, Archeage, Tera, and now AoC, what I love the most about PvP in MMOs is comp formation and tactics with tanks doing the engage front line and CCing, healers and buffers on the back being protected and DPS melting down enemies with AoE and flank groups going for the enemy healers, this is what MMORPG PvP should be and I'm glad that ashes is following that same path, if you don't like it, and want a 1v1 fighting game like BDO where everyone is just a different flavor of assassin, this is not the game
P0GG0 wrote: » i dont mind the trinity to easily balance a ton of PvE activities , i just dont want my open world PvP to become a PvE raid?
LuKe_NuKeS_Em wrote: » Wrong. That is just lazy thinking. You have obviously never run a game for a group of bards before. If you lack the creativity to create lock and key solutions for single classed raid groups, then you have no place to be talking about game design.
Noaani wrote: » LuKe_NuKeS_Em wrote: » Wrong. That is just lazy thinking. You have obviously never run a game for a group of bards before. If you lack the creativity to create lock and key solutions for single classed raid groups, then you have no place to be talking about game design. What are you even talking about here? It reads to me like you are talking about designing an encounter for a group of bards in a tabletop gaming setting, and having it be a viable challenge. If this is indeed what you are suggesting, then the suggestion that this is even remotely comparible to building an encounter that is expected to be taken on by quite literally any number of players between 8 and 1000, of any class combination with any combination of abilities from that potential 20k that the game will have, and having it be a viable challenge for any given set of variables above is even remotely comparible to creating an encounter for a tabletop setting where you know the party, their class, their power level, their gear, their exact abilities and the personalities of the players involved is even remotely the same thing, then you are in no position to talk. Not talk about game design - talk in general. If you equate these two things as being the same, then you have nothing of value to say.
LuKe_NuKeS_Em wrote: » Noaani wrote: » LuKe_NuKeS_Em wrote: » Wrong. That is just lazy thinking. You have obviously never run a game for a group of bards before. If you lack the creativity to create lock and key solutions for single classed raid groups, then you have no place to be talking about game design. What are you even talking about here? It reads to me like you are talking about designing an encounter for a group of bards in a tabletop gaming setting, and having it be a viable challenge. If this is indeed what you are suggesting, then the suggestion that this is even remotely comparible to building an encounter that is expected to be taken on by quite literally any number of players between 8 and 1000, of any class combination with any combination of abilities from that potential 20k that the game will have, and having it be a viable challenge for any given set of variables above is even remotely comparible to creating an encounter for a tabletop setting where you know the party, their class, their power level, their gear, their exact abilities and the personalities of the players involved is even remotely the same thing, then you are in no position to talk. Not talk about game design - talk in general. If you equate these two things as being the same, then you have nothing of value to say. Small brain says can not balance must not work give up. Very good reasoning.
P0GG0 wrote: » Its not that bad of an idea to balance pvp one the individual's abilities and not the grp size / diversity. why is that so controversial ?
P0GG0 wrote: » i really want the game to succeed in their quest to putting pvp first but combat is all that matter's. when i hear the devs talk caravan / nodes / world boss it makes me think they dont have their priorities straight.
Kilion wrote: » P0GG0 wrote: » i really want the game to succeed in their quest to putting pvp first but combat is all that matter's. when i hear the devs talk caravan / nodes / world boss it makes me think they dont have their priorities straight. Intrepid does not try to put PvP first though. They try to create a game in which PvE and PvP occur naturally because of the way the game is designed.
P0GG0 wrote: » Kilion wrote: » P0GG0 wrote: » i really want the game to succeed in their quest to putting pvp first but combat is all that matter's. when i hear the devs talk caravan / nodes / world boss it makes me think they dont have their priorities straight. Intrepid does not try to put PvP first though. They try to create a game in which PvE and PvP occur naturally because of the way the game is designed. i feel its a huge mistake knowing how boss fights work. i dont see any way of balancing both at the same time. makes 0 sense to me.
P0GG0 wrote: » the art of talking with out ever addressing the issue. again, find me a link between boss fights with one shot mechanics / huge AOEs / limited space / limited time and open world pvp fun ?