Overall balancing roadmap request
Posted: Thu May 02, 2019 7:21 am
Introduction:
First of all this is not meant to be a complaining post, I very much respect and acknowledge this is a private server where the devs use their free time and dont get any payment for their efforts and time. And while I am just a mere guest in your house here, I would like to spark a healthy civil debate over if a Roadmap or "end goal" in terms of realm-balance. Simply for both devs and community members alike to have something to compare weekly changes towards. Maybe there is a change to one of my favorit chars, and it seems outragious as I read the patchnotes, but if i go over and read the roadmap and see that "my choppa has had its burst reduced but has lower cooldown now on displacement in form of GTTC" Because the roadmap aims at having destro as the favorit realm for displacements to deal with Orders strong suit in aoe stacking.
And I can shake off the frustation and kinda see where you are going with an upsetting change I will now have to adapt to.
Current balance:
As long as everything isnt mirrored, it will never be a perfect balance. That is the bottom line.
Somethings got mirrored because it was overperforming, it was "well balanced" and giving both sides the same tool was not upsetting the grand-scale of balance too much.
And there is absolutly noway to do the unforgiving job of attempting to handling balance changes, without getting massive flag, flame and be the lightning rod in a thunderstorm. Also everyone cant be pleased, you might handle the top priority of overperforming abilties but someone will take the adjustment personally or have their own set of ideas for what needs changing.
Many factors play into the outcome of each fight, did a healer distrupt a silence, who got the jump, did both sides have same numbers, gear and level, who had the better players?
The game is fun right now. The population is really good, content comes pretty often and dominating realm can change over night.
So why even put bring up balance?
With the introduction of Forts I think many players have realized the importance of bringing the right classes, specs and have good teamwork in order to be victories. Currently many of the classes have viable specs, or roles to perform in these Fortress fights. But there are still a few who simply dont have anything to do to contribute to a realmvictory in a fortress fight. Sure they might be doing really well in smallscale, roaming or scs. But in Forts they are not only taking up a valueable spot they must also be frustrated of finding themselves as sandbags. (White lions, stealthers and other classes with no Aoe or utilty)
And that brings me to my biggst concirn. Will these players accept that their classes are just not fit for this enviroment, and just not take part in fortress fights and instead roam at the portal and queue for scenarios, or will they get frustrated enough to reroll or even quit?
Because of the current meta of how forts play out all classes pretty much need a viable spec or role to prevent this. And this makes me look towards the largescale roles:
-Tanking, protection, mitigation
- Healing, ressing, mitigation, recovering
- Ranged presure damage
- Melee presure damage
- Utility such as pulls, displacements, cooldown increase, moral pump/drain, buffs
you could add a few more onto the list, but this is the core of what is needed for largescale situations like Fortresses where Line of sight chokepoints are the real "boss fight" and classes with weak/ no aoe and no utility will just be canon fodder in pushes simply having the role to soak enemy morals or fill up the targetlimmit from enemy aoes, to spread out the critical mass on a push.
Example of a roadmap to keep in mind for future balance changes:
- All classes must have a role in both 6man groups, or warband play (with new engame content in mind)
- All classes must be viable enough to have a role in all pve encounters, to avoid not getting invited based of class
- Both realms need to be competitive with eachother for both 6v6 and 24v24 and zerg vs zerg. One side cant be too dominant in either category.
- With limmited mirroring and different appeals on both realms, both Order and Destro will have builds, tools advantages that will cater better towards some playstyles. One side might have advantage in displacements, snares and drains, but shouldnt also have the stronger burst or moral-build. It will have to be a careful "give and take" situation.
- Gear tiers should be a ladder for added replay-ability and enjoyment, but with care for not too much powercreep giving newer chars/players too much of a disadvantage, but still rewarding players who have invested more time into their chars.
- Renown should be the direct progression path, along with Wards from pve set. Keeping the two seperate might be a good idea(?)
- Hybrid specs should never outperform a "pure" spec. E.G dpshealers/tanks should be viable, but very limmited in their offrole.
I would very much like to see some debate about if a Roadmap would be a help for players if they are to face adjustment of their classes, if the devs think providing the community with such a tool would be too much of a hazzle and it would just get abused to fingerpoint at changes and therefor no longer "allowing" badaid changes. And if the community as a whole think balance, despite all our complains, actually seem to be in an okay spot?
First of all this is not meant to be a complaining post, I very much respect and acknowledge this is a private server where the devs use their free time and dont get any payment for their efforts and time. And while I am just a mere guest in your house here, I would like to spark a healthy civil debate over if a Roadmap or "end goal" in terms of realm-balance. Simply for both devs and community members alike to have something to compare weekly changes towards. Maybe there is a change to one of my favorit chars, and it seems outragious as I read the patchnotes, but if i go over and read the roadmap and see that "my choppa has had its burst reduced but has lower cooldown now on displacement in form of GTTC" Because the roadmap aims at having destro as the favorit realm for displacements to deal with Orders strong suit in aoe stacking.
And I can shake off the frustation and kinda see where you are going with an upsetting change I will now have to adapt to.
Current balance:
As long as everything isnt mirrored, it will never be a perfect balance. That is the bottom line.
Somethings got mirrored because it was overperforming, it was "well balanced" and giving both sides the same tool was not upsetting the grand-scale of balance too much.
And there is absolutly noway to do the unforgiving job of attempting to handling balance changes, without getting massive flag, flame and be the lightning rod in a thunderstorm. Also everyone cant be pleased, you might handle the top priority of overperforming abilties but someone will take the adjustment personally or have their own set of ideas for what needs changing.
Many factors play into the outcome of each fight, did a healer distrupt a silence, who got the jump, did both sides have same numbers, gear and level, who had the better players?
The game is fun right now. The population is really good, content comes pretty often and dominating realm can change over night.
So why even put bring up balance?
With the introduction of Forts I think many players have realized the importance of bringing the right classes, specs and have good teamwork in order to be victories. Currently many of the classes have viable specs, or roles to perform in these Fortress fights. But there are still a few who simply dont have anything to do to contribute to a realmvictory in a fortress fight. Sure they might be doing really well in smallscale, roaming or scs. But in Forts they are not only taking up a valueable spot they must also be frustrated of finding themselves as sandbags. (White lions, stealthers and other classes with no Aoe or utilty)
And that brings me to my biggst concirn. Will these players accept that their classes are just not fit for this enviroment, and just not take part in fortress fights and instead roam at the portal and queue for scenarios, or will they get frustrated enough to reroll or even quit?
Because of the current meta of how forts play out all classes pretty much need a viable spec or role to prevent this. And this makes me look towards the largescale roles:
-Tanking, protection, mitigation
- Healing, ressing, mitigation, recovering
- Ranged presure damage
- Melee presure damage
- Utility such as pulls, displacements, cooldown increase, moral pump/drain, buffs
you could add a few more onto the list, but this is the core of what is needed for largescale situations like Fortresses where Line of sight chokepoints are the real "boss fight" and classes with weak/ no aoe and no utility will just be canon fodder in pushes simply having the role to soak enemy morals or fill up the targetlimmit from enemy aoes, to spread out the critical mass on a push.
Example of a roadmap to keep in mind for future balance changes:
- All classes must have a role in both 6man groups, or warband play (with new engame content in mind)
- All classes must be viable enough to have a role in all pve encounters, to avoid not getting invited based of class
- Both realms need to be competitive with eachother for both 6v6 and 24v24 and zerg vs zerg. One side cant be too dominant in either category.
- With limmited mirroring and different appeals on both realms, both Order and Destro will have builds, tools advantages that will cater better towards some playstyles. One side might have advantage in displacements, snares and drains, but shouldnt also have the stronger burst or moral-build. It will have to be a careful "give and take" situation.
- Gear tiers should be a ladder for added replay-ability and enjoyment, but with care for not too much powercreep giving newer chars/players too much of a disadvantage, but still rewarding players who have invested more time into their chars.
- Renown should be the direct progression path, along with Wards from pve set. Keeping the two seperate might be a good idea(?)
- Hybrid specs should never outperform a "pure" spec. E.G dpshealers/tanks should be viable, but very limmited in their offrole.
I would very much like to see some debate about if a Roadmap would be a help for players if they are to face adjustment of their classes, if the devs think providing the community with such a tool would be too much of a hazzle and it would just get abused to fingerpoint at changes and therefor no longer "allowing" badaid changes. And if the community as a whole think balance, despite all our complains, actually seem to be in an okay spot?