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Rezing and Guards to lvl 1+ [T1 Scen Balance]

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zPuma
Posts: 9

Rezing and Guards to lvl 1+ [T1 Scen Balance]

Post#1 » Fri Apr 12, 2019 7:00 pm

'Yello Folks.

Do you think scenarios in t1 tend to be unbalanced in these circumstances ?

Faction A:
15 Players
10/15 Players are Level 10+
5 Healers are Level 10+
5 Tanks are Level 10+

Faction B:
15 Players
10/15 Players are NOT Level 10+
0 Healers are level 10+
0 Tanks are Level 10+

In Scenarios: Faction A is receiving 5 Ressers and 5 Guarders.
While in level scaling and etc. they're balanced on that level.
But with the level restricted 'essential abilities' such as Resurrections and Guards.
They have the capabilities to have reduced overall damage/mitigation, and the ability to refuel their front-lines.

Do you think this makes the T1 Scenario queues unbalanced?


ie;

Faction A: T1 Has a Population of 100.
80% of T1 Faction A: is level 1-5.

Faction B: T1 Has a Population of 100.
80% of T1 Faction B: is Level 8-12.

Now for example;
If these players on both factions are leveling through Scenarios (mostly).
We might have to estimate the time for the lvl 8-12s to level into T2.
But if T1 is all on the same level scaling, and it's assumed they all should be leveling at the same rate.
How many Scenarios would (they have to lick) to get to the Center of the ..... jk.

How many Scenarios would the lower leveled faction have to play to start to reach their 'Full Capabilities' and thus become the other Faction side where they are Level 8-12 on average, and the other faction is in the situation of being 1-5.

Now I'm wondering really because, to me it seems people tend to play less, or they switch factions (as some ppl are aware) when one side starts to win exclusively over another, and as much as we may like to lead ourselves to believe this might only be because the other side is more skilled.

It might have something more to do with balancing and an access to certain skills or abilities that is giving one side a considerable advantage over another, even with level scaling and etc. in place.


Do you think this current system as it is, contributes to certain sides being over-populated [proportionally], where it tends to be that ppl in T1 anyways, will swap to the side that has a higher level average with access to those capabilities, and thus potentially much higher win streaks? {or if you'd think the people on the 'less capability' side, will swap over to a higher tier?}


Anywho's just some food for thought;
If we might play around with the idea of possibly giving Guards and Resses to everyone no matter their level?
Hopefully it could contribute to more activity in T1, less people logging out from repeat/excessive losses {if taken into account, if Faction A is majority new T1, and Faction B is majority Mid-End T1} , or feeling that the balancing per scenarios are more weighing in towards group skills, and less about overall faction's capabilities per scenario(s).


Thanks much for your contribution, but you know, no thanks for non constructive weigh ins. (rather have both sides fighting and more scenarios being "OH damn that was a close scenario/fun fight!" versus "well.. that sucks we have no resses or guards, otherwise most of our fights would be a lot closer".

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peterthepan3
Posts: 6509

Re: Rezing and Guards to lvl 1+ [T1 Scen Balance]

Post#2 » Fri Apr 12, 2019 7:08 pm

100% agree that Guard should be made accessible at earlier levels. We had a discussion about this a long time ago, but unfortunately it didn't amount to a consensus decision.
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zPuma
Posts: 9

Re: Rezing and Guards to lvl 1+ [T1 Scen Balance]

Post#3 » Fri Apr 12, 2019 7:29 pm

Cool, thanks much for your add-in peterthepan3, perhaps there might be a new consensus : P

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Martok
Posts: 2115
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Re: Rezing and Guards to lvl 1+ [T1 Scen Balance]

Post#4 » Fri Apr 12, 2019 7:43 pm

peterthepan3 wrote: Fri Apr 12, 2019 7:08 pm100% agree that Guard should be made accessible at earlier levels.

Me too. Hashtag...
Welcome to Warhammer, No Fun Allowed!!

Penril
Posts: 4441

Re: Rezing and Guards to lvl 1+ [T1 Scen Balance]

Post#5 » Fri Apr 12, 2019 7:54 pm

Same could be said for T2 SCs where one side might have access to group heals, heal debuffs and punts while the other doesn't.

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Onemantankwall
Posts: 523

Re: Rezing and Guards to lvl 1+ [T1 Scen Balance]

Post#6 » Fri Apr 12, 2019 10:48 pm

Both rez and guard should be given on char creation (core mechanics) aoe heal should be given to lvl 16s but everyone works on what they want and this is just a side project not priority
Lots of alts, more alts for the alt gods!

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Tesq
Posts: 5713

Re: Rezing and Guards to lvl 1+ [T1 Scen Balance]

Post#7 » Fri Apr 12, 2019 11:35 pm

Is not just guard war approach to skill.curne put all the good stuff at the end of a bracket...

Morales should be move:
M1 rank6
M2 rank16
M3 rank 26
M4 rank36

Tactics aswell

1-rank1
2-rank11
3-rabk21
4-rank31

while all archtype skills optainable at 10 should be moved down to rank 5 .

Duno why mounts has been fixed so well yet we still have dumb live progression, a lot of talks of live being not so good and why it fall due that yet then basically the core problems in skulll progression dont get touch. Especially from this long we had time to see that post lv 35 bolster is not so effective.
And generally sub rr40 are saw as a pain to use in wb and kicked if a higher level show up.


(I add i still think dwarf in t1 still have a tactic which have no real effect in t1 cuz no stun and KD till what lv 16 on bg? (Requiring block?.....ludicrous)
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zPuma
Posts: 9

Re: Rezing and Guards to lvl 1+ [T1 Scen Balance]

Post#8 » Sat Apr 13, 2019 12:40 am

Hmmm Yeah you have points regarding the morales, and such; I'm not entirely sure if they end up being the biggest determinator in t2 scenarios however, aoe heals definitely could play a big role imo. (mostly for like the Battle of Praag Scenario. otherwise it doesn't seem like that'd be gigantic determinator but... i couldn't say too much on that end)

But yeah back to topic, since devs wouldn't want to think about something as huge changes.

T1; Lvl 1 Start Guards Available & Rezzes (I'll repost your topic on the 2nd part that is above)

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adamthelc
Posts: 832

Re: Rezing and Guards to lvl 1+ [T1 Scen Balance]

Post#9 » Sat Apr 13, 2019 6:32 am

Yes dwarfs get a racial to reduce KDs when a dwarf class is the only class in T1 with a KD.

And like was said every tier is going to have higher level players more effective than lower level characters.

Guard, and I guess rez, are good abilities. Let's say you give them at level 1. That makes them much more effective at level 1. Meanwhile dps that are level 1 still have only 1 ability they can do nothing but spam.

If you want to give every T1 ability to every T1 character at level 1 I would be ok with that. But if you are going to keep the RP aspect of the game, where characters gain power level as they progress through the levels you cant make some roles really strong out of the gates and leave others in the dust.

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