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Regarding Champion Defense System

Firellight
Firellight
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So I recently read on mmorpg.com about the upcoming hard cap system being implemented.
While at the summit, Paul Sage showed us a mock-up of how the stats are changing and how they will be allocated. For example, 18% of our total armor will come from the base armor value. Obviously heavy armor has a higher base value than that of light so in order to achieve that 18% you’ll want heavy armor. 4% from Reinforced, 24% from the champion system, and so forth. No longer can we substitute one area for another, a light armor tank using buffs to hit soft cap.
http://www.mmorpg.com/gamelist.cfm/game/821/feature/9003/page/2

I have one concern: I think it's a bad idea that armour takes up 18%, while the Champion system takes a whopping 24%. I don't like where this is going, because from what I see, most of our defense will come from players who spend lots of time, while people levels 1-50 will get wiped easy because they didn't spend months (or years) to get that 24% they are missing.

These buffs we're getting from the Champion system should be optional. Anybody who reaches level 50 should not have to spend so much time to get the 24%. I think the numbers should be switched, at least.

If I am seeing this the wrong way, please comment.
Edited by Firellight on December 23, 2014 3:19PM
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    Firellight wrote: »
    So I recently read on mmorpg.com about the upcoming hard cap system being implemented.
    While at the summit, Paul Sage showed us a mock-up of how the stats are changing and how they will be allocated. For example, 18% of our total armor will come from the base armor value. Obviously heavy armor has a higher base value than that of light so in order to achieve that 18% you’ll want heavy armor. 4% from Reinforced, 24% from the champion system, and so forth. No longer can we substitute one area for another, a light armor tank using buffs to hit soft cap.
    http://www.mmorpg.com/gamelist.cfm/game/821/feature/9003/page/2

    I have one concern: I think it's a bad idea that armour takes up 18%, while the Champion system takes a whopping 24%. I don't like where this is going, because from what I see, most of our defense will come from players who spend lots of time, while people levels 1-50 will get wiped easy because they didn't spend months (or years) to get that 24% they are missing.

    These buffs we're getting from the Champion system should be optional. Anybody who reaches level 50 should not have to spend so much time to get the 24%. I think the numbers should be switched, at least.

    If I am seeing this the wrong way, please comment.

    Thats a good concern but not one that hasnt been thought of.
    The stars are a diminishing return.
    That 24% would require 100 points in 1 passive probably.
    But diminishing return means you would probably get 20% with just 50 points.
    16% with 25 points maybe.

    So as points gained is linear...it gets harder and harder to get that full power.
    Where the initial points have a much greater effect.

    This low point loaded system means new players see the greatest reward out of the system
    Old players will not get anywhere near the same benefit, but still get some kind of reward for playing more.

    That does not mean someone with 0 points will not be outclassed by someone with 100. It does mean once you are on the CS stairway you will progress much quicker though.

    Hence everyone starts with a minimum 30 points.

    From a Non Vet (100 point) vs Non Vet (0 point) both level 30. Yes that balance between basic armour % vs CS armour % may be very noticable.

    In PVP one player will be dominated.
    In PVE one player will find the content much easier than the other.

    For the sake of balancing PVE and PVP.... it would be better to make CS points for VET characters only. Battle levelling does not and will not take CS points into account.
    Edited by Rune_Relic on December 23, 2014 3:53PM
    Anything that can be exploited will be exploited
  • Firellight
    Firellight
    ✭✭✭
    Rune_Relic wrote: »
    Firellight wrote: »
    So I recently read on mmorpg.com about the upcoming hard cap system being implemented.
    While at the summit, Paul Sage showed us a mock-up of how the stats are changing and how they will be allocated. For example, 18% of our total armor will come from the base armor value. Obviously heavy armor has a higher base value than that of light so in order to achieve that 18% you’ll want heavy armor. 4% from Reinforced, 24% from the champion system, and so forth. No longer can we substitute one area for another, a light armor tank using buffs to hit soft cap.
    http://www.mmorpg.com/gamelist.cfm/game/821/feature/9003/page/2

    I have one concern: I think it's a bad idea that armour takes up 18%, while the Champion system takes a whopping 24%. I don't like where this is going, because from what I see, most of our defense will come from players who spend lots of time, while people levels 1-50 will get wiped easy because they didn't spend months (or years) to get that 24% they are missing.

    These buffs we're getting from the Champion system should be optional. Anybody who reaches level 50 should not have to spend so much time to get the 24%. I think the numbers should be switched, at least.

    If I am seeing this the wrong way, please comment.

    Thats a good concern but not one that hasnt been thought of.
    The stars are a diminishing return.
    That 24% would require 100 points in 1 passive probably.
    But diminishing return means you would probably get 20% with just 50 points.
    16% with 25 points maybe.

    So as points gained is linear...it gets harder and harder to get that full power.
    Where the initial points have a much greater effect.

    This low point loaded system means new players see the greatest reward out of the system
    Old players will not get anywhere near the same benefit, but still get some kind of reward for playing more.

    That does not mean someone with 0 points will not be outclassed by someone with 100. It does mean once you are on the CS stairway you will progress much quicker though.

    Hence everyone starts with a minimum 30 points.

    From a Non Vet (100 point) vs Non Vet (0 point) both level 30. Yes that balance between basic armour % vs CS armour % may be very noticable.

    In PVP one player will be dominated.
    In PVE one player will find the content much easier than the other.

    For the sake of balancing PVE and PVP.... it would be better to make CS points for VET characters only. Battle levelling does not and will not take CS points into account.

    This is very confusing. I'll just have to wait and see what happens.
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