Nothing is OP if everything is OP
Posted: Tue Jul 09, 2024 3:40 am
I think we need to adapt to this game design philosophy moving forward, cuz right now there are way too many boring classes.
The goal is to raise every class sense of agency by giving them two different kinds of "OP spells", ST Fun and Broken Synergy, and make both hard countered by something else. Cuz that is the key. If you simply throw in a bunch of broken spells, players will figure out the strongest or easiest to execute and fluctuate to that. Think about the old broken M4s. A group of 6 could ruin sieges by themselves simply by standing on the walls gaining morales, then jumping down and killing a WB worth of people on their own in 5 seconds.
"ST Fun" would be Mara Pulls, WH/WE quasi-infinite stealth and making the Sov Punt a base skill, or rDPS with a "get hit with 5k dmg from 110ft away" spell. Cuz right now what do we have besides Mara Pulls on Destro and Festering Arrows on Order (both nerfed btw) that make players giggle to themselves? Let players have fun. Are Mara pulls oppressive? Of course they are, but they are also fun, so instead of nerfing it why not just give both sides even more ways to oppress Single Targets? Just make them ONLY ST spells (oppressive AoE would fall on the next category) with hard counters and long CDs, then it becomes a tool for the solo players to have fun and a mini-game in WB engagements. Cuz what do you if your Order Leader keeps getting pulled or your Destro Leader keeps getting sniped down by the kite group that's following the WB you wanna kill? You Hold the Line and hope for RNG. There is no agency in that.
"Broken Synergy" would be new interactions that requires stacking the same classes that would set up the damage of a different class. Expand the usage of the different kinds of damage that the game has. This would create different kinds of functional WBs for both sides and, since the setup requires stacking debuffs, it will prevent the scenario of 6 man groups mowing down whole blobs cuz they farmed morales from a safe spot first. Imagine if only Maras had a short duration and stackable Spirit Resistance AoE Debuff and only Magus could do Spirit AoE Damage. Make it so you would need 4 Maras to stack enough debuffs that when the Magus dropped their stuff, it would feel how a M2 Drop feels right now. Then give only SMs a temporary and stackable Group Spirit Res Buff. "Oh X Guild is running their Mara/Magus WB today? Go log your SMs so he will be hard countered. We don't have enough SMs? Then we gotta find a way to jump his squishy Magus Line, that's the soft counter, or we just hit them with our Broken Synergy before they can do theirs". And you don't have to stick classes to only one role, Maras can be class that drops the damage if you have enough of another class that would set them up.
If done well then Broken Synergy would raise player agency for all classes, It would promote coordination, it would reward game knowledge, it would make stronger WBs able to take on bigger numbers more consistently which rewards skill and not just blobbing, and it would be fun cuz melting people gives us that dopamine rush we want. It also makes pugbands stronger if they happen upon one Broken Synergy by chance, instead of only being able to kill anything with bigger numbers or if they have a couple of geared DPS in them. That r26 Mara isn't useless now that he can stack some debuffs for the r24 Magus to do big boy dmg. Cuz right now the only thing we have is M2 Drops and Bellows Charges that make Warband feels strong, and those are fun, so we need more of that.
The goal is to raise every class sense of agency by giving them two different kinds of "OP spells", ST Fun and Broken Synergy, and make both hard countered by something else. Cuz that is the key. If you simply throw in a bunch of broken spells, players will figure out the strongest or easiest to execute and fluctuate to that. Think about the old broken M4s. A group of 6 could ruin sieges by themselves simply by standing on the walls gaining morales, then jumping down and killing a WB worth of people on their own in 5 seconds.
"ST Fun" would be Mara Pulls, WH/WE quasi-infinite stealth and making the Sov Punt a base skill, or rDPS with a "get hit with 5k dmg from 110ft away" spell. Cuz right now what do we have besides Mara Pulls on Destro and Festering Arrows on Order (both nerfed btw) that make players giggle to themselves? Let players have fun. Are Mara pulls oppressive? Of course they are, but they are also fun, so instead of nerfing it why not just give both sides even more ways to oppress Single Targets? Just make them ONLY ST spells (oppressive AoE would fall on the next category) with hard counters and long CDs, then it becomes a tool for the solo players to have fun and a mini-game in WB engagements. Cuz what do you if your Order Leader keeps getting pulled or your Destro Leader keeps getting sniped down by the kite group that's following the WB you wanna kill? You Hold the Line and hope for RNG. There is no agency in that.
"Broken Synergy" would be new interactions that requires stacking the same classes that would set up the damage of a different class. Expand the usage of the different kinds of damage that the game has. This would create different kinds of functional WBs for both sides and, since the setup requires stacking debuffs, it will prevent the scenario of 6 man groups mowing down whole blobs cuz they farmed morales from a safe spot first. Imagine if only Maras had a short duration and stackable Spirit Resistance AoE Debuff and only Magus could do Spirit AoE Damage. Make it so you would need 4 Maras to stack enough debuffs that when the Magus dropped their stuff, it would feel how a M2 Drop feels right now. Then give only SMs a temporary and stackable Group Spirit Res Buff. "Oh X Guild is running their Mara/Magus WB today? Go log your SMs so he will be hard countered. We don't have enough SMs? Then we gotta find a way to jump his squishy Magus Line, that's the soft counter, or we just hit them with our Broken Synergy before they can do theirs". And you don't have to stick classes to only one role, Maras can be class that drops the damage if you have enough of another class that would set them up.
If done well then Broken Synergy would raise player agency for all classes, It would promote coordination, it would reward game knowledge, it would make stronger WBs able to take on bigger numbers more consistently which rewards skill and not just blobbing, and it would be fun cuz melting people gives us that dopamine rush we want. It also makes pugbands stronger if they happen upon one Broken Synergy by chance, instead of only being able to kill anything with bigger numbers or if they have a couple of geared DPS in them. That r26 Mara isn't useless now that he can stack some debuffs for the r24 Magus to do big boy dmg. Cuz right now the only thing we have is M2 Drops and Bellows Charges that make Warband feels strong, and those are fun, so we need more of that.