CahirMawrDyffryn wrote: »171k is fine actually. There's no problem and therefore there doesn't need to be a fix.
You're free to treat the game like an excel spreadsheet and trivialize the content if you want to. Most of the playerbase won't though, and we'll have a fun new thing we can do to personalize how we theme our characters.
This. I haven't ever been able to even reach even close to 100k and I couldn't care less! Sure I'm working on improving but I'll choose having fun and being *somewhat* unique in my own right over just copy pasting what is strong just cuz it's good numbers any day.
It's cool new stuff to play around with and that's what I mainly care about. Crazy min-maxing has always been a thing and it always had one big glaring drawback too: it's boring as hell. I'll just have fun with all the new options, not obsess over what's best on paper.
Furthermore not subclassing is definitely a choice players will be able to make, but that may also come with downsides like any self-imposed limitation does.
What is being asked in this thread seems to me 'I would like everyone to bear the consequences of my self-imposed limitations'.
171k is fine actually. There's no problem and therefore there doesn't need to be a fix.
You're free to treat the game like an excel spreadsheet and trivialize the content if you want to. Most of the playerbase won't though, and we'll have a fun new thing we can do to personalize how we theme our characters.
Ragnarok0130 wrote: »171k is fine actually. There's no problem and therefore there doesn't need to be a fix.
You're free to treat the game like an excel spreadsheet and trivialize the content if you want to. Most of the playerbase won't though, and we'll have a fun new thing we can do to personalize how we theme our characters.
Most of the player base doesn't seem to know what a build or a set bonus is either but that doesn't mean we should balance the game around them. The devs have to look at end game PVP and PVE for balancing or that part of the game will be trivialized and die. The normal overland guys won't notice anything regardless because they're still going to be fine doing 5K dps with 30 other players running dolmens in Auridon.
madmufffin wrote: »Also, instead of giving subclassing downsides, the better solution is to give not subclassing more benefits. I know everyone in this community has been conditioned to think 'just nerf it' is the solution, but you actually are allowed to just make other things better. It's not against the rules.
madmufffin wrote: »Ragnarok0130 wrote: »171k is fine actually. There's no problem and therefore there doesn't need to be a fix.
You're free to treat the game like an excel spreadsheet and trivialize the content if you want to. Most of the playerbase won't though, and we'll have a fun new thing we can do to personalize how we theme our characters.
Most of the player base doesn't seem to know what a build or a set bonus is either but that doesn't mean we should balance the game around them. The devs have to look at end game PVP and PVE for balancing or that part of the game will be trivialized and die. The normal overland guys won't notice anything regardless because they're still going to be fine doing 5K dps with 30 other players running dolmens in Auridon.
Correct. All you have to do is queue for random normal dungeons and you realize the vast majority of this game's playerbase has no idea what they're doing.
Also, instead of giving subclassing downsides, the better solution is to give not subclassing more benefits. I know everyone in this community has been conditioned to think 'just nerf it' is the solution, but you actually are allowed to just make other things better. It's not against the rules.
Ragnarok0130 wrote: »madmufffin wrote: »Ragnarok0130 wrote: »171k is fine actually. There's no problem and therefore there doesn't need to be a fix.
You're free to treat the game like an excel spreadsheet and trivialize the content if you want to. Most of the playerbase won't though, and we'll have a fun new thing we can do to personalize how we theme our characters.
Most of the player base doesn't seem to know what a build or a set bonus is either but that doesn't mean we should balance the game around them. The devs have to look at end game PVP and PVE for balancing or that part of the game will be trivialized and die. The normal overland guys won't notice anything regardless because they're still going to be fine doing 5K dps with 30 other players running dolmens in Auridon.
Correct. All you have to do is queue for random normal dungeons and you realize the vast majority of this game's playerbase has no idea what they're doing.
Also, instead of giving subclassing downsides, the better solution is to give not subclassing more benefits. I know everyone in this community has been conditioned to think 'just nerf it' is the solution, but you actually are allowed to just make other things better. It's not against the rules.
I do like bringing things to parity but buffing everything just adds to the power creep just as much as subclassing currently does on PTS causing other problems. I think buffing pure classes would be worth considering but then the subclassing aficianados will cry foul that they're being held back by wanting to partake in the new system and not getting the same power as the parent class. I think non-class skill lines should be less effective than a class line because you've spent your whole life learning the class so how can someone pick up a warden line as a templar and expect to be as effective as a warden with warden skills.
Overall the subclass/multiclass is coming off as a chaotic mess that will destroy combat balance and class identity in the game for years to come. I like new content but this system is giving me real cause for concern.
Chilly-McFreeze wrote: »And to the people who say "but we swap old skill line to get another, that's balance enough". Not even close, you'll swap 2 utility skill lines for 2 dps skill lines and further buff your stats. That's not a trade, that's a straight upgrade.
That approach doesn't work with the base classes. What's THE healing line for sorcs or DK etc? Old classes lines aren't role structured like the DLC ones.
And where would be the fun if you couldn't mix and match freely?
Subclassing feels like the last effort to keep "replayability" high when they finally decide to go into maintenance mode.