Yuyukoyay wrote: » I'd worry less about range kiting them forever and more about them ccing range forever.
Neurath wrote: » Damokles wrote: » How I would see it: Tank>Rogue (too high physical resistances) Rogue> Mage (bursts down too fast) Mage>Cleric (Out damages healing) Cleric>Ranger (Outheals damage) Ranger>Fighter (Kites fighter if done right) Fighter>Summoner (Cuts down summons) Summoner>Bard (Overwhelms Bard) Bard>Tank (Debuffs would soften up tank enough I think) I believe we have 4 Armour Types, thus, 2 Classes will each use one type of Armour. Just on this speculation alone I would say this: Tank and Fighter Hard Counters Bard and Cleric. Bard and Cleric Hard Counters Ranger and Rogue. Ranger and Rogue Hard Counters Summoner and Mage. Mage and Summoner Hard Counters Tank and Fighter.
Damokles wrote: » How I would see it: Tank>Rogue (too high physical resistances) Rogue> Mage (bursts down too fast) Mage>Cleric (Out damages healing) Cleric>Ranger (Outheals damage) Ranger>Fighter (Kites fighter if done right) Fighter>Summoner (Cuts down summons) Summoner>Bard (Overwhelms Bard) Bard>Tank (Debuffs would soften up tank enough I think)
BaSkA13 wrote: » Balancing combat is extremely difficult, so it will take a lot of time and many iterations. My biggest concern, however, is not regarding ranged being stronger than melee and vice-versa, instead I worry if the developers' main focus is balancing group PvP, forgetting about individual class vs class balancing. I believe that focusing on balancing class vs class combinations often means the overall combat will also be balanced. Since AoC will use the trinity concept, although there are 64 classes, I believe that focusing on the 8 main archetypes' (Mage, Summoner, Cleric, Bard, Fighter, Tank, Ranger and Rogue) balance would be a lot of work, but it would not go to waste. I don't understand yet how damage, damage mitigation, stats, armor, etc will work, but let's try to assume the following:There's physical and magical damage; There's armor that focus on mitigating physical damage (heavy, plate), magical damage (light, robes) and a armor that does a bit of both (medium, leather); Although it's very important, I won't consider important aspects such as mobility, CCs, healing capabilities to make things simpler to understand, as I have no idea which skills each class will have. Mages, Clerics and Bards deal only magical damage. Fighters, Tanks, Ranger and Rogues deal only physical damage. That can obviously change when you choose your secondary class, but we're focusing on the 8 main archetypes. The balance that makes the most sense to me is: Mages, Clerics and Bards usually do well against Fighter and Tanks; Fighter and Tanks usually do well against Rangers and Rogues; Rangers and Rogues usually do well against Mages, Clerics and Bards; Summoner is a strong class, but it also must be very difficult to play with: they are able beat anyone if they're skilled enough, but they will pay the highest price when making mistakes. Like Steven answered recently, (player) skill should play a role in 1v1 combat, but at the same time your class, armor and weapon of choice must impact your performance against other players. If I face someone who's the quintessential counter of my class, I must fight flawlessly to win. I believe that these concepts can be the foundation to group PvP, then you'll "only" need to balance specific things such as class mobility, CC capability, healing prowess, etc.
Syltharis wrote: » BaSkA13 wrote: » Balancing combat is extremely difficult, so it will take a lot of time and many iterations. My biggest concern, however, is not regarding ranged being stronger than melee and vice-versa, instead I worry if the developers' main focus is balancing group PvP, forgetting about individual class vs class balancing. I believe that focusing on balancing class vs class combinations often means the overall combat will also be balanced. Since AoC will use the trinity concept, although there are 64 classes, I believe that focusing on the 8 main archetypes' (Mage, Summoner, Cleric, Bard, Fighter, Tank, Ranger and Rogue) balance would be a lot of work, but it would not go to waste. I don't understand yet how damage, damage mitigation, stats, armor, etc will work, but let's try to assume the following:There's physical and magical damage; There's armor that focus on mitigating physical damage (heavy, plate), magical damage (light, robes) and a armor that does a bit of both (medium, leather); Although it's very important, I won't consider important aspects such as mobility, CCs, healing capabilities to make things simpler to understand, as I have no idea which skills each class will have. Mages, Clerics and Bards deal only magical damage. Fighters, Tanks, Ranger and Rogues deal only physical damage. That can obviously change when you choose your secondary class, but we're focusing on the 8 main archetypes. The balance that makes the most sense to me is: Mages, Clerics and Bards usually do well against Fighter and Tanks; Fighter and Tanks usually do well against Rangers and Rogues; Rangers and Rogues usually do well against Mages, Clerics and Bards; Summoner is a strong class, but it also must be very difficult to play with: they are able beat anyone if they're skilled enough, but they will pay the highest price when making mistakes. Like Steven answered recently, (player) skill should play a role in 1v1 combat, but at the same time your class, armor and weapon of choice must impact your performance against other players. If I face someone who's the quintessential counter of my class, I must fight flawlessly to win. I believe that these concepts can be the foundation to group PvP, then you'll "only" need to balance specific things such as class mobility, CC capability, healing prowess, etc. They shouldn't balance class to class in 1v1 scenario. It is dumb and will only create oportunity for only few of the classes to be present in the mass-scale pvp. For example, if bards do good dmg but dont have much utility they would not be called for a castle siege. But if bard is lets say hard counter to rogues that you sure as hell are going to see alot of bards in castle sieges. Being a hard counter to any of the other classes creates a demand for that class. From what i have seen so far seems like mages could be hard counters to fighters. That why i will be playing a mage (im commin for you sword-bois).
samsaint wrote: » I remember the mage and archers in lineage 2 destroying in the sieges as melee just had to take damage whilst knocking down the front door.
Syltharis wrote: » BaSkA13 wrote: » They shouldn't balance class to class in 1v1 scenario. It is dumb and will only create oportunity for only few of the classes to be present in the mass-scale pvp. For example, if bards do good dmg but dont have much utility they would not be called for a castle siege. But if bard is lets say hard counter to rogues that you sure as hell are going to see alot of bards in castle sieges. Being a hard counter to any of the other classes creates a demand for that class. If a bard is anything like a prophet in Lineage 2 which it seems to have similar traits then it wont kill anything 1 v 1 its purely a buffer and support for a party. Its class isn't built to fight just support, i believe when Steve says they aren't balancing 1 v 1 but group PVP, Bards will be there to support the group with buffs and heals. (That's based on the Primary class as a bard) I'm hoping the fact you can chose a secondary class may help balance things. Snares/Roots and Stuns will play a big factor in balancing again in Lineage 2 the casters could sleep you then use a big hit spell then sleep you again, you couldn't do anything it was silly. It may be a bit early for this thread until people play the game like people are saying but i agree with "Nelsonrebel" good to talk about it now there might be something they haven't thought about in this thread. That being said it is a little worrying as far as the Arena goes as thats alot smaller group combat. Where they balance one area of PVP its going to effect another area. What i mean by this is if they make range weaker because they have an advantage in Castle Sieges when its arena combat they will be at a disadvantage. That might be the direction they take where different classes have better advantages in different areas of PVP. If you want to be a top arena player then Melee would be the way to go. If you want to be dominating in castle sieges then choose a ranged.
BaSkA13 wrote: » They shouldn't balance class to class in 1v1 scenario. It is dumb and will only create oportunity for only few of the classes to be present in the mass-scale pvp. For example, if bards do good dmg but dont have much utility they would not be called for a castle siege. But if bard is lets say hard counter to rogues that you sure as hell are going to see alot of bards in castle sieges. Being a hard counter to any of the other classes creates a demand for that class.