Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Lack of soft and hard stat caps is killing the pvp - stat stacking, gear rarity, enchanting & buffs
SmileGurney
Member, Alpha Two
Time To Kill values especially in group play are insane, even before we factor in few other broken systems. This is Phase1 rarity gear situation all over again.
There is no space for player skill expression in the game, there is no space for being an underdog player or guild if stats dominate everything else. There is no space to even start talking about class balance in the context of 1v1 or group pvp.
It's all out damage stat race, which brings up your damage output to insane levels from single ability casts. We are back to a scenario, where you are able to 1-2 shot people.
We had the rarity gear nerfs during Phase 1, those came pretty late. The current issues are equally as obvious. Why aren't those issues closely tracked? Why the math behind the stats, the damage output and defensive stats has not been done?
This should have been hot fixed weeks ago, I mean the power gap between geared and not geared players is surely not intended. I have little interest in a game which allows me to 1 shot my opponents due to stat differences. The life of underdog in Ashes has to offer a sensible access to the game content or the population will just die.
If the power gap is intentional, please can we have a statement about it, so those of us who care about balanced and fun pvp experience can direct our attention elsewhere?
Thanks
There is no space for player skill expression in the game, there is no space for being an underdog player or guild if stats dominate everything else. There is no space to even start talking about class balance in the context of 1v1 or group pvp.
It's all out damage stat race, which brings up your damage output to insane levels from single ability casts. We are back to a scenario, where you are able to 1-2 shot people.
We had the rarity gear nerfs during Phase 1, those came pretty late. The current issues are equally as obvious. Why aren't those issues closely tracked? Why the math behind the stats, the damage output and defensive stats has not been done?
This should have been hot fixed weeks ago, I mean the power gap between geared and not geared players is surely not intended. I have little interest in a game which allows me to 1 shot my opponents due to stat differences. The life of underdog in Ashes has to offer a sensible access to the game content or the population will just die.
If the power gap is intentional, please can we have a statement about it, so those of us who care about balanced and fun pvp experience can direct our attention elsewhere?
Thanks
My lungs taste the air of Time,
Blown past falling sands…
Blown past falling sands…
3
Comments
At the present trajectory the game will end up as another massive hamster wheel, because nothing else but specific dmg / dps stats count. This will just fuel the natural tendency for servers to be dominated by certain guilds/communities and leave the rest of the population in the dust, purely due to economics and stats. This will gate keep a lot of content for those players who simply have less time for gaming. No one wants to suffer through game content due to purely stat based power gaps. Not the greatest plan for a successful sub based game.
Blown past falling sands…
Proposed Design Changes:
1) De-couple enchanting from having an effect on players who become PvP flagged. The grind for gear is heavy enough as is, we don't need some horrible BDO style RNG stat grind tossed on top just to be PvP viable.
2) Re-design enchanting so it is not just grind to + stats on gear, instead take some inspiration from D&D and have the enchants give you some PvE specific power that can be incrementally raised. A simple example would be applying a poison effect to your weapon that can be raised up in efficacy. I'll drop a link to UO Outlands Arcane system for yall to review, they designed something very special there I think modern indy mmo's could really benefit taking inspiration from.
3) Consider adding some cosmetic only enchants as a carrot for PvPers to chase after.
https://wiki.uooutlands.com/Aspect_Mastery
What crafting and enchanting should enable is more playstyle options, not power gaps which totally override smart class plays, positioning and timing.
Blown past falling sands…