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The base stat system seems fundamentally broken. Can we get a comment on this?

SmileGurneySmileGurney Member, Alpha Two
edited February 3 in General Discussion
This has proven with Phase1 rare quality weapons damage scaling and in Phase2 damage base stat stacking. I really disliked the player power gap these issues create, however in my opinion the Phase1 weapon rarity "fix" made many stats on weapon and armour make little sense.

Can we know what is your position on this issue, do you perceive this as unintended? If so, what's the plan to address this in what timescale?

I understand this isn't part of the main development cycle, but combat balance seems to be one of the main reasons behind player retention issues in our group of misfits. Just after the state of content and natural player burnout.

Now, I bet there are different opinions in the community regarding this issue, I know that Intrepid doesn't want "solutions", but how would you like as a player would like to see this issue addressed, IF at all? I like the idea from Elden Ring with soft/hard stat caps. Would you want this addressed at all? I would imagine some people like the idea of having a massive stat advantage over other players.
My lungs taste the air of Time,
Blown past falling sands…

Comments

  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    Uh oh. Don't mention stat systems. People will ask what a stat is.
    2a3b8ichz0pd.gif
  • VolgarisVolgaris Member, Alpha Two
    I need 3cc's of strength stat!

    Semantics aside I don't know what you mean. The str, dex, dam, physical, magical power stats? I am curious what you mean if you could explain it a bit more, maybe an example.

    The game plays more like a beat em up than an RPG in this respect. It's just simple, not as simple as "gear levels" but not much more than a step away from that. I assume this is by design to make it easier to balance since it's a very pvp focused. But really the character progression and player agency of the character as it grows is really shallow.
  • SmileGurneySmileGurney Member, Alpha Two
    Volgaris wrote: »
    I need 3cc's of strength stat!

    Semantics aside I don't know what you mean. The str, dex, dam, physical, magical power stats? I am curious what you mean if you could explain it a bit more, maybe an example.

    The game plays more like a beat em up than an RPG in this respect. It's just simple, not as simple as "gear levels" but not much more than a step away from that. I assume this is by design to make it easier to balance since it's a very pvp focused. But really the character progression and player agency of the character as it grows is really shallow.
    Right, atm its too easy to stack stats which boost your class damage, be that strength, intelligence or dexterity. There is a clear, linear relationship between those and your damage output, which combined with gear and enchanting can easily allow you to reach, if not surpass the damage output which some people were able to reach with legendary items in Phase1. Intrepid applied what I would consider a quick band-aid fix back then, but the issue is back, it has simply manifested through other game systems, because the fundamental problem has not been addressed.

    I don't really want to get into the whole argument how this destroys the RPG aspect of the game, so you barely utilise your class kit really, prevents any discussion of balance between existing archetypes and basically results in pvp encounters which often end with kills which need 1 or 2 good hits.
    My lungs taste the air of Time,
    Blown past falling sands…
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    There is nothing inherently wrong with one or two hit pvp - see CoD. The issue is who is selecting the allocation point on the scale between a shooter and a tactical rpg.
    2a3b8ichz0pd.gif
  • RonDog98RonDog98 Member, Alpha Two
    Volgaris wrote: »
    I need 3cc's of strength stat!

    Semantics aside I don't know what you mean. The str, dex, dam, physical, magical power stats? I am curious what you mean if you could explain it a bit more, maybe an example.

    The game plays more like a beat em up than an RPG in this respect. It's just simple, not as simple as "gear levels" but not much more than a step away from that. I assume this is by design to make it easier to balance since it's a very pvp focused. But really the character progression and player agency of the character as it grows is really shallow.
    Right, atm its too easy to stack stats which boost your class damage, be that strength, intelligence or dexterity. There is a clear, linear relationship between those and your damage output, which combined with gear and enchanting can easily allow you to reach, if not surpass the damage output which some people were able to reach with legendary items in Phase1. Intrepid applied what I would consider a quick band-aid fix back then, but the issue is back, it has simply manifested through other game systems, because the fundamental problem has not been addressed.

    I don't really want to get into the whole argument how this destroys the RPG aspect of the game, so you barely utilise your class kit really, prevents any discussion of balance between existing archetypes and basically results in pvp encounters which often end with kills which need 1 or 2 good hits.

    One of my very first impressions of the game was surprise at how much damaged players start doing so quickly.

    On my level 13 fighter I’ve Crit for almost 1k.

    That just doesn’t seems necessary and I don’t know why the game is designed like that.

    I feel like they should scale damage pretty much as close to classic wow as you can get and that would solve a lot of issues.
  • VolgarisVolgaris Member, Alpha Two
    Gotcha. If I had to guess they're not trying to balance classes right now. Stacking stats is pretty normal. This is a powerful meta and everyone will follow the meta in a competitive pvp game. I wouldn't expect any real balancing until beta. Which kind goes to my big issue, is what are we actually testing?
  • ChicagoChicago Member, Alpha One, Adventurer, Alpha Two, Early Alpha Two
    Volgaris wrote: »
    Gotcha. If I had to guess they're not trying to balance classes right now. Stacking stats is pretty normal. This is a powerful meta and everyone will follow the meta in a competitive pvp game. I wouldn't expect any real balancing until beta. Which kind goes to my big issue, is what are we actually testing?

    Agree, if they change the meta, players will just find something else, however the " what are we actually testing" comment comes up alot, I would guess they are just gathering data behind the scenes, but my main issue is I have reported countless bugs, and things that I have been reporting since the start of p1 are still in the game and broken, so much so that I don't even take the time to /bug anymore due to it feeling like feedback for the most part is just ignored
  • SmileGurneySmileGurney Member, Alpha Two
    edited February 4
    Songcaller wrote: »
    There is nothing inherently wrong with one or two hit pvp - see CoD. The issue is who is selecting the allocation point on the scale between a shooter and a tactical rpg.
    I'm sorry, I didn't realise we are alpha testing the new Warzone and not an MMORPG title. I would treat this slightly more seriously if you had to actually aim to hit anything in Ashes.
    Volgaris wrote: »
    Gotcha. If I had to guess they're not trying to balance classes right now. Stacking stats is pretty normal. This is a powerful meta and everyone will follow the meta in a competitive pvp game. I wouldn't expect any real balancing until beta. Which kind goes to my big issue, is what are we actually testing?
    I'm not even talking about archetype/class balance, I'm talking about the fundamentals. Stacking through gear, and enchanting base character stats such as strength, intelligence and dexterity (what you stack depends on the class) results in a massive increase to damage output. The remaining stats, especially the defensive kind, and armour don't make such impact. This results in an extremely low time to kill (TTK), and people (whatever geared or not) dying in 1-2-3 hits in many cases, and very few skill being used. This gives people little to no time to react, whatever to retreat, dodge away or to get healed. Classes like tanks and fighters suffer the most as a result, as tanks feel like they are made out of paper atm, and fighters have to build up their class resource and close the gap to become a threat. On other hand, classes like mage rule supreme, as they have a lot of high damage ranged abilities with relatively short cooldowns and cast time. I would also bet that the current damage output of players / TTK prevent Intrepid from seeing the real picture around the current archetype balance, as engagements end really fast and mostly at range.

    The current stat meta, and the state of the nodes on all servers, also result high level gear (lvl 20) and associated POIs fairly irrelevant as until recently there was no way to enchant that gear. You can currently obtain grey lvl 20 enchanting scrolls from the commission rewards, but the cost is really high (500 or so commission tokens?). Also stacking stats make gear set bonuses irrelevant as you always want gear pieces with your class damage stats. In general impact of enchanting feels too strong. I personally also feel that 20 levels of enchanting, the whole RNG build into system, the cost is simply too much. I would also rather see enchanting providing you with different gear build options instead of raw power. So ability to change stats provided by the gear, including base stats, but also stuff like evasion, lifesteal, block chance etc. All should be counter-balanced by soft and hard-caps.

    Intrepid knows the combat balance matters even at this stage. Quite a few patch notes so far included adjustments to both. My point is that they should address the fundamentals before they can focus on class balance. The combat experience on a <300 phy/magic power character and 400-500 is like playing 2 different games, and only one makes sense in the context of an MMORPG title, especially one where mass pvp, or even small scale, is a corner stone of so many game systems. Archetype mechanics and skills often don't have to be and in the case of lets say tank or fighter, cannot be, really utilised in the current state of combat.

    Combat was one of the few enjoyable game systems so far, especially after the 25 lvl rush has finished. Everything else is half broken, or in pure placeholder state. Now even combat makes little sense.

    I want those people who don't participate in the power rat race to feel like they can do something in combat or we will bleed even more playtesters. Also I want people who are geared, actually utilise their skills and react to what is happening on the screen, so its less about who shot first.

    Then there is the whole matter of weapon auto-attacks and finishers which are supposed to matter in combat, and how certain classes cannot do much or are too powerful with the current combat power "meta".
    My lungs taste the air of Time,
    Blown past falling sands…
  • @SmileGurney , your explanation was unfortunately very incoherent for anyone who doesn't already know what the problem is. What sources (items? skills? levels? multi-class buffs?) are people stacking "stats" from, and what other modes of itemization or skilling do you want to see dominate instead?
    Or are you not actually talking about access to stats as a whole, but specifically access to damage stats as opposed to defensive stats, and complaining that the latter ones are less effective to stack?
    Songcaller wrote: »
    There is nothing inherently wrong with one or two hit pvp - see CoD. The issue is who is selecting the allocation point on the scale between a shooter and a tactical rpg.
    Weird take. One because it has been selected; we've had clear promises and demonstrations on TTK in the past few years, and they have been very consistent.

    Two, because even IF there are classes that can one- or two-shot opponents, this is a Trinity fantasy MMO. So if your melee can blink at my archer and insta-kill him, then as a consequence your health and armour should be so low that my tank can pop you in three to four hits in return.
    With sufficiently punishing specialisation these sort of dynamics can be fine, but we just don't usually see the consequences of that specialisation in the other direction.
    The only one who can validate you for all the posts you didn't write is you.
  • VolgarisVolgaris Member, Alpha Two
    edited February 4
    I see the point more clearly now. I do think this will fall on deaf ears unfortunately. I don't think the current disparity is intended, it's just a result of the math in this iteration. With so much work to actually do on the game still this is likely a low priority, if they do bleed enough testers I'm sure they'll change things up. I don't want to see bandaids to these issues I want to see them worked out, which is your point. Every bandaid is wasted code for a real fix. It's a test, not a game, don't treat the test like the game Intrepid!... The real issue is the method of the test, the grind behind it and the lack of value of our time. If the test didn't require 20 hours a week or more this problem wouldn't need to be addressed right away. With so much missing out of the game a 'play test' doesn't make much sense to me, and I applaud anyone still sticking with it. On PTR servers they boost people and give out gear. I'm not saying they need to do that, but turn up the dial on exp, glint, materials ect, by about 10 or 20x. I can only assume they have it tuned down so much to measure the speed at which players can get stuff done, but it's a useless metric because more than half the game is missing.
  • SmileGurneySmileGurney Member, Alpha Two
    edited February 4
    Laetitian wrote: »
    @SmileGurney , your explanation was unfortunately very incoherent for anyone who doesn't already know what the problem is. What sources (items? skills? levels? multi-class buffs?) are people stacking "stats" from, and what other modes of itemization or skilling do you want to see dominate instead?
    Or are you not actually talking about access to stats as a whole, but specifically access to damage stats as opposed to defensive stats, and complaining that the latter ones are less effective to stack?
    .
    Fair enough, I just expanded that original post. I hope Intrepid acts on this quicker than on the Phase1 gear balance issues and attempts to address it with a long term solution this time around, to prevent such issues in the future. A lot of RPG games struggle with similar issues, I will give them that. I always liked both soft and hard caps on stats efficiency as a fairly elegant solution to this problem. This also balances out a bit the whole pvp scene, and allows people to come back to the game, and not feel totally useless after a break, or in general due to lower amount of time to play.

    I really want Ashes to build pvp around that player skill aspect: understanding of class skillsets, good personal and group coordination, positioning, group communication, bigger and smaller strategies etc. Stuff like people 's gear score should be always secondary, and mainly provide them with NEW ways to play their chosen class, be that evasion based tanks, tanky fighters with a lot of block/constitution, mages build into full on lifesteal monsters etc.
    My lungs taste the air of Time,
    Blown past falling sands…
  • SmileGurneySmileGurney Member, Alpha Two
    edited February 4
    Volgaris wrote: »
    I see the point more clearly now. I do think this will fall on deaf ears unfortunately. I don't think the current disparity is intended, it's just a result of the math in this iteration. With so much work to actually do on the game still this is likely a low priority, if they do bleed enough testers I'm sure they'll change things up. I don't want to see bandaids to these issues I want to see them worked out, which is your point. Every bandaid is wasted code for a real fix. It's a test, not a game, don't treat the test like the game Intrepid!... The real issue is the method of the test, the grind behind it and the lack of value of our time. If the test didn't require 20 hours a week or more this problem wouldn't need to be addressed right away. With so much missing out of the game a 'play test' doesn't make much sense to me, and I applaud anyone still sticking with it. On PTR servers they boost people and give out gear. I'm not saying they need to do that, but turn up the dial on exp, glint, materials ect, by about 10 or 20x. I can only assume they have it tuned down so much to measure the speed at which players can get stuff done, but it's a useless metric because more than half the game is missing.
    Yeah the fact we are forced to "grind" through very limited content with half broken, missing / placeholder systems in place isn't helping. We could have provided more useful data with quicker progression. I get that Phase2 was supposed to focus on testing on few new systems and "the economy", but honestly with broken node progression, semi-broken caravans, placeholder freeholds, placeholder markets, static resource spawn locations, timers and in many cases also RARITY rating, I dont see how such economy related data is of any use. Nevermind server population of sabotaging themselves with poor node progression choices etc. I have to say the grind is also rather unreal for certain aspects. People just burnt out pretty quickly due to that.
    My lungs taste the air of Time,
    Blown past falling sands…
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    Let's be serious then if you dislike actual realism. The game always has been Stat Wars. The archetypes don't even make sense. The only way to merge these classes together is through stats but the stat pool is so small you actually just have about 4 flavours packaged under different effects and spells. Damn it. I hate being in the know.
    2a3b8ichz0pd.gif
  • KingDDDKingDDD Member, Alpha Two
    Volgaris wrote: »
    Gotcha. If I had to guess they're not trying to balance classes right now. Stacking stats is pretty normal. This is a powerful meta and everyone will follow the meta in a competitive pvp game. I wouldn't expect any real balancing until beta. Which kind goes to my big issue, is what are we actually testing?

    Server performance, client performance, and looking at if the systems work at a fundamental level ie I put a put in the talent tree it gives me said skill and the skill does what the tooltip says. The changes to the stat system could come within a few months but there's really no point to do that as the entire system has to still be built for moving up to level 50. Using dev time to fix an issue now is a waste as they will have to spend additional time fixing it when all the 50 stuff is complete.

    I would expect major changes to the stat system to come as all the archetypes and secondary classes come online.
  • VeeshanVeeshan Member, Alpha Two
    edited February 6
    atm the issue is enchanting not necessarily the stats, gear has been balanced around no enchants which combat feels great in regards with no enchanted gear. the issue with enchants atm is there not a uniform power gain it a set amount +1 to basicly everything which makes base stats str/dex and so on, so much more powerful that secondary stats like crit chance since +1 dex gives so much more than +1 crit chance. It creats unproportial power gain they need to change how enchanting works fundementially to provide a more proportional gains on base stats of gear.
    So they need 2 change the system from +1 to all stats to like % gain instead per enchant lets say 20% gain this will maintain gear balanced since your increasing all stats uniformaly from there non enchanted state across the board reducing power of stats and increasing secondary stat powers since there a higher number on gear so your get more of a gain by % increase.

    For examples let used a piece with these stats

    Base gear...................... current enchant system +5..........0% gain per +1 at +5
    Str + 1...........................................6 str...........................................+2 str
    Crit chance + 5...................10 crit chance ............................10 crit chance
    Power rating + 15.............20 power rating.............................30 power rating

    This change would maintain the balance gear has at +0 enchants aswell as making secondary stats more valuable on gear atm all gear without primary stats are useless and not an option to use will makes like 80% of gear in the game useless and this would fix that
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