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Study: How to balance without ruining classes

  • Merlin13KAGL
    Merlin13KAGL
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    ArRashid wrote: »
    The entire skill system needs a 100% rebuild. It just does not work.
    They can't rebuild it from scratch. That would require AT LEAST another year.. changing a few numbers on some spells could do wonders however, and it should be pretty easy to do too.

    Indeed. @ArRashid‌, @captain_awesome‌, the only way a full rebuild would happen would involve a major content add-on that would effectively be a different game at that point. It's something they could link from the current one, and likely work in some relive-a-past-life/event type scenario to make it 'lore-friendly' and allow it to fit in with the current setup. It would most likely transfer you to a completely separate (mega)-server, which they are completely not ready for.

    (To be honest, I find it a little odd now when you flash-back to some other person's past and still have the skills of your current person...seems like missed opportunity to allow people to force-tinker with other builds without the respec cost or new character creation. But I digress.)

    The concept (above) would be potentially interesting, as you could see DK's morph into sorcerers, etc based on the 'legacy event' that triggered it. Getting to briefly use skills that were lost to the past, etc would be intersting, though additional coding and effects would be required.

    Balance and usefulness is better than what is was in the beginning...hopefully they will continue to adjust and add a piece at a time until things are more effective. It would be nice to see various combination available with equal effectiveness and/or counter-ability.

    It's not a FOTM issue right now in the truest form, but certain things are definitely more effective as a combination (and thus more visible in the game world) than others.

    I know my main sorcerer has skills across the board and I have more I wish to master, just to be able to mix and match the combinations I have available for any given circumstance.

    I understand the reasoning (from a programming perspective) for classes, but the stand-alone method of primary skills, secondary skills, and all other skills as the primary determining factor for your character seemed to work very well and allowed for many different builds.

    It will be interesting to see where they have evolved the skillsets a few months from now.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • captain_awesome
    captain_awesome
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    I just think that at the basic design level they made some fundamental mistakes. Really huge mistakes.

    And that some very big changes are needed to fix it them. Moving a few numbers around or a few buff/nerf cycles just wont do the job. I just don't see it working.

    They need to fix armour and weapons. It's illogical how it works now. What you wear and what weapon you carry needs to push your character towards how you play it. Your weapons should, just like in reality dictate how you fight.

    Right now there is no logic to the games systems, it doesnt make any sense to me.
    Dominion FTW.
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