Taerrik wrote: » A major part of that challenge will be needing to: 1) Perform Mechanics 2) Not get hit by things 3) Mitigate and Shield unavoidable damage so you dont get one shot (I really hope this is a thing, and I mean not some bard just having to use and forget about maintaining 100% uptime on a skill, I mean DPS players having to use a support skill as they see a boss charging up a attack, to lower enemy damage for 5-10s and this skill has like a one minute cooldown so it cannot be spammed! I want people to have to PAY THE HECK ATTENTION and not just do a rotation and collect loot) 4) Manage [THE RESPONSIBILITIES OF EACH PRIMARY ARCHETYPE] 5) And most important, everyone, including tanks, and healers, and DPS players, contributing to [DEFEAT THE ENCOUNTER].
Dygz wrote: » You’re probably going to want at least one healer in the group or everyone will be using a bunch of Health potions [...] A raid will want to be the appropriate level for the encounter, and… the game will be balanced around an 8 person group with one of each Primary Archetype.
Dygz wrote: » We’ve got 64 classes, plus a plethora of Social Org, Religious, Racial and Node Type augments, but you think there should be a cookie cutter, objective META to defeat bosses?? That’s absurd.
Otr wrote: » If players are concerned that other players will enforce a certain meta upon them, would they accept some daily fluctuations in how damage and spell works?
NiKr wrote: » Aerlana wrote: » Remove the combat tracker, a meta will form. Close or not of the "real" meta, there will be a meta. And people will discriminate other based on the meta. And in my example, they will say "oh you are a ranger summoner ? hum come in but only if you swap your secundary archetype to rogue"... Combat tracker is the tool you need to say "hey, no... look at my results" I should've made my point clearer. I'm against the high speed that trackers provide to the players who want to get to the "real" meta. The things you said literally tell me "once the people know who does more dmg - that's gonna be the meta and anyone who's not that class won't be welcome". And I want to delay that moment as much as I can.
Aerlana wrote: » Remove the combat tracker, a meta will form. Close or not of the "real" meta, there will be a meta. And people will discriminate other based on the meta. And in my example, they will say "oh you are a ranger summoner ? hum come in but only if you swap your secundary archetype to rogue"... Combat tracker is the tool you need to say "hey, no... look at my results"
Noaani wrote: » In a game like this, guilds are far more likely to be interested in the player, rather than the character or build.
Otr wrote: » But you wouldn't know if you are at your highest peak level or not. And you might not get the same team configuration every day.
Otr wrote: » Also not only meta is supposed to be able to kill a boss. That is bad game design which encourage finding out which is the meta. Players enforce metas upon others to save time, to do things as fast as possible. They want the end results fast. And to reduce the risk of failing.
Otr wrote: » If the game rewards players who make more damage then why tries to hide damage trackers? It gives some advantage though to those who tag first the NPC. Is that the way to combat metas?
Balfazar wrote: » I'm all for NOT having a DPS meter. IMO it takes away from the immersion and makes it feel like I'm playing a maths simulator. A real DPS meter to me is a notepad and pen to theory craft or to get some rough calculations. Experimentation is the best teacher.
Aerlana wrote: » In this post, here are 2 meta you are yourself defining.
Aerlana wrote: » First for DnD = a group needs a healer or a BUNCH of potion (so prepare lot of consumable)
Aerlana wrote: » Second on Ashes : the balance is around 8 person, one of each primary archetype, and saying it this way, it feels obvious for me that "due to the balance, this is how you should have to do your party"
Aerlana wrote: » Those are meta. for the second, it is assumption/expectation because the game is still in development, but if to kill boss, the best way is to have the 8 archetype in each group that fight the boss... it is already a meta.
Aerlana wrote: » A game with no meta : you take 8 random people (considering everyone is 100% gameplay efficient) and you can kill the boss this way with a similar difficulty in any mix of 8 character.
NiKr wrote: » I want none of that, I'm just being realistic about what's gonna happen despite Devs' wishes. No matter how well Intrepid balances their classes, there'll be some combination of them that will do the most damage compared to any other combination. And gear augments/builds will probably be enough to counterbalance any boss variability (unless Intrepid want people to have full accounts of alts to properly fight bosses).
NiKr wrote: » I asked about lvl1 fighting the final boss because I was leading up to the thing I wrote in another post here - "the resource management in a fight". Knowledge being one of those resources.
NiKr wrote: » I'm not a d&d player, but, from what I've seen about it, "perception check" seems to be a highly valued ability that boosts your "knowledge resource". So if a campaign has magic elements interacting with one another and you have, say, a lightning ability that is boosted by the target being wet - you might want to perceive a puddle behind the boss, push him into it and then zap him, in order to maximize your dmg output relative to your mana consumption (correct if my assumptions about d&d are wrong). That would be you "using your abilities in a proper order", in order to properly use your resources.
NiKr wrote: » Same can be applied to mmo bosses. There'll be some general mechanics, but the boss' attack and hp pool will define how much dps you'll need to have in order to beat him before he goes through the entire mana/hp pool of your raid. And the harder the boss - the more resources and the better resource utilization you'll need to have to beat him.
NiKr wrote: » And in order to achieve the things Steven alleged to be trying to achieve (mainly "only a few % of players will beat some of the bosses), they'll have to design the bosses in such a way that only the highest dps raid setups will be able to kill the boss. And the design has to be that way by definition. You can disagree with such a design, but that is what Steven said he wants to have in the game.
NiKr wrote: » And in the context of open world bosses, you have to have speed on your side because you never know when your enemy will roll up on your raid and ruin it. If your non-meta raid takes 10 mins to kill a boss, that might be 2 minutes too late, because the enemy guild have come and wiped you all. But if your meta raid can kill the boss in 6-7 minutes - u gucci.
Dygz wrote: » Aerlana wrote: » First for DnD = a group needs a healer or a BUNCH of potion (so prepare lot of consumable) That's not a META since their are a variety of healers that could be chosen, rather than requiring one specific type of healer. Also since, it's still possible to defeat encounters with no healer. That's not most effective tactics available... that's just developing a tactic/strategy that works.