Aladaur wrote: » dmg being cut in half with make skill expression too high? reducing a ranger's snipe from 6k+ crits down to 3k crits is too much skill expression? because you have a chance to react? sorry my 25% left over hp would be too much.... sounds like you want an economy game of who can farm the more amount of gold to buy gear rather than having any skill... rogues are hitting for over 12k non crits... a 50% nerf wouldnt even let someone live through it... not a single class in this game takes longer than 2sec to kill another player and that includes clerics... steven already mentioned he wants TTK to be 8+ seconds.... avg at is 1-1.5sec at the moment...
Aladaur wrote: » if you mean the gap between rarity/qualities of weapons, the percent upgrade will stay the same in the method i mentioned. if lvl 10 bronze weapons have 80pp currently and get reduced to 40, and the forsaken weapons have 160 and get reduced to 80, they are still twice as strong. for exact numbers, a white lvl 10 forsaken longbow has 180 power rating, nerf that to 90, and a legendary lvl 10 forsaken longbow has 300, nerf that to 150... The legendary bow is 67% stronger either way, and it makes the added stats that it gives from being a higher rarity more importance, so if anything it makes quality more important. So if you just want to keep the rarity system relevant, it becomes even better this way.
Azherae wrote: » Just so I'm clear, do you care about the PvE impact of these changes at all?
Ludullu wrote: » As for pve, that shit can be balanced 6 ways to sunday. Figure out your pvp side, so that players don't leave because a single guy can fucking oneshot several groups of people and then balance your pve around the scaling of player power that you landed on after having figured out your pvp.
Aladaur wrote: » Azherae wrote: » Just so I'm clear, do you care about the PvE impact of these changes at all? What pve impact does lower dmg cause? you dont get to see dmg numbers that are as big? a 67% upgrade to dmg is still a 67% upgrade.... if dps was 100 vs 167.. youre still 67% better? does 10,000 vs 16,700 just look better? in terms of pve time to kill, they can change mob hp values... do you expect them to never balance classes or mobs in the future?
Noaani wrote: » This is what Aladaur said ---> in terms of pve time to kill, they can change mob hp values... do you expect them to never balance classes or mobs in the future?
Noaani wrote: » If you reduce damage output, the impacts on PvE are greater than the impacts on PvP. This is because the effects in PvP go both ways, both sides lose over all damage output. This is in contrast to PvE, where it is only one side that is affected. This "simple" change you are talking about here would require literally every encounter in the game be altered. This is not something you can do as a blanket change - each encounter would need to be manually adjusted. You, sir, have no clue.
Rivrocker wrote: » Noaani wrote: » This is what Aladaur said ---> in terms of pve time to kill, they can change mob hp values... do you expect them to never balance classes or mobs in the future? Did you not read his post where he said they can change the mob values??? If u cut the mob hp values as much u cut the dmg then it turns out the same... So... you, sir, have 0 clue.
Aladaur wrote: » Noaani wrote: » If you reduce damage output, the impacts on PvE are greater than the impacts on PvP. This is because the effects in PvP go both ways, both sides lose over all damage output. This is in contrast to PvE, where it is only one side that is affected. This "simple" change you are talking about here would require literally every encounter in the game be altered. This is not something you can do as a blanket change - each encounter would need to be manually adjusted. You, sir, have no clue. Player's hp values arent being changed... nor would armor or any other mitigation... they would take the exact same amount of dmg... if you lower mob hp by 50% too it is same time to kill...
Noaani wrote: » The entire scope of what PvE is in relation to players changes when you make drastic, sweeping changes like you are talking about here. Mana calculations, respawn times, cooldowns, mobs damage output - these things would all need to be basically redone from the ground up in order to support your "easy" fix to an issue that isn't related to PvE at all.
Ludullu wrote: » Noaani wrote: » The entire scope of what PvE is in relation to players changes when you make drastic, sweeping changes like you are talking about here. Mana calculations, respawn times, cooldowns, mobs damage output - these things would all need to be basically redone from the ground up in order to support your "easy" fix to an issue that isn't related to PvE at all. But the game is barely built right now, right? We barely have one full biome, and even that is not completed because we don't have nodes up to lvl6, which means that all the mobs that we do have cannot grow up to max lvl. Doesn't this mean that Intrepid are barely 5% into their PvE development? And then, considering how much of an issue PvP balancing already is - wouldn't it be better to figure out PvP NOW and then build the entire PvE side on top of that figured out PvP? Or do you think that Intrepid will just do a "x5" on mob stats when those become higher lvl after a node lvl up? Because if you believe that, then OP's suggestion would fit right in, because it's also just a multiplier on stats.
Azherae wrote: » tl;dr Big power jumps in gear are related to discouraging average players from mixing with high-skill players without either side realizing that's what's happening. In a game with no DPS meters and simple PvE, this is among the only ways to do this.
Ludullu wrote: » Azherae wrote: » tl;dr Big power jumps in gear are related to discouraging average players from mixing with high-skill players without either side realizing that's what's happening. In a game with no DPS meters and simple PvE, this is among the only ways to do this. I know it's been a huge fucking ask from me, but this is exactly why I've kept asking for cross-lvl interactivity in encounters. Those same tools could be used for cross-power interactivity. The game sees that a mob was aggroed by a group with high enchantments? Now this mob has a different reaction pattern, a stronger buff effect and a faster enrage. The game sees the same mob attacked by a group with underpowered people? Now this mob calls upon his weaker friends that mainly attack the underpowered dudes (if there's still someone of an equal power to the mob in the party). And sure, Steven has never been a pve guy, so I highly doubt anything like this would ever appear in Ashes (cause even other mmos don't do this shit), but a man can dream...