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Managing Power Creep - Damage vs. Sustain

Altyrann
Altyrann
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If you manage power creep by looking at damage done by skills / sets, players can keep stabbing / shooting / burning things, which is typically the bit which is more enjoyable and engaging.

If you manage power creep by crippling sustain, players end up focusing on potions, heavy attacks, mashing synergy buttons etc. which are typically far less engaging.

Instead of seeing things like Combustion nerfed, it would be great to see all classes (e.g. Magplar) have access to healthy sustain while power creep is managed through looking at damage.
  • Everest_Lionheart
    Everest_Lionheart
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    The trouble with power creep is how hard it is to put the cat back in the bag after you have let it out and created new content that needs that level of power to pass.

    The side affect of power creep on the other hand from a PvE perspective is that so much more content is accessible to players who a year ago wouldn’t even have a chance to pass it. More players running HM content is a good thing even if it makes normal and veteran non hard modes kind of a joke.

    Power creep creates a different kind of problem with respect to certain mechs in the game where you absolutely need to control your burst damage. It also makes players in some groups take unnecessary risks in exe when all they had to do was play one more mech and they group would have passed the boss with no deaths.

    This is the game’s ultimate trap right now. Too much DPS. The trivial stuff was already trivial. But trying to nuke the tricky stuff can cause other problems to stack up real fast. I have seen groups commit too early in vAS2 and watched an enraged mini wreck the group.

    I have also seen the opposite affect. Runs that would end up in a wipe with 3 dead DPS in exe can be pulled out with the high damage we have now if groups play smart. You no longer have to be perfect to get certain clears.

    I would rather they add the hard mode mechs to all of the content only make them less punishing so those finally accessing the hard modes in veteran content have some kind of exposure to them.
  • Tannus15
    Tannus15
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    The issue with dragon knight is that the class was designed around sustain issues. it's literally there in the developer comment. they are intended, by design, to have big damage spikes and then sustain problems until their next ult is ready. combustion, as it is on live, completely negated this and let DK's have all the damage and all the sustain.

    If DK sustain was to remain at this level then they would require some significant nerfs to bring them back into line with the other classes.
  • Altyrann
    Altyrann
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    The trouble with power creep is how hard it is to put the cat back in the bag after you have let it out and created new content that needs that level of power to pass.

    The side affect of power creep on the other hand from a PvE perspective is that so much more content is accessible to players who a year ago wouldn’t even have a chance to pass it. More players running HM content is a good thing even if it makes normal and veteran non hard modes kind of a joke.

    Power creep creates a different kind of problem with respect to certain mechs in the game where you absolutely need to control your burst damage. It also makes players in some groups take unnecessary risks in exe when all they had to do was play one more mech and they group would have passed the boss with no deaths.

    This is the game’s ultimate trap right now. Too much DPS. The trivial stuff was already trivial. But trying to nuke the tricky stuff can cause other problems to stack up real fast. I have seen groups commit too early in vAS2 and watched an enraged mini wreck the group.

    I have also seen the opposite affect. Runs that would end up in a wipe with 3 dead DPS in exe can be pulled out with the high damage we have now if groups play smart. You no longer have to be perfect to get certain clears.

    I would rather they add the hard mode mechs to all of the content only make them less punishing so those finally accessing the hard modes in veteran content have some kind of exposure to them.

    Agree with most of that and with the idea of managing power creep (though having some controlled level to gradually open up old content to more people makes sense). My suggestion is that you not use sustain to manage it but rather look at skills and sets, as you can get to the same absolute damage output but leave players with a much more engaging style of gameplay.
  • Aoshy
    Aoshy
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    About pvp:
    I never saw a mmorpg that with one click u go from 0 to 100% health (not without a cooldown). And here that happens cuz u can kill people in one sec....Its hard to balance right now, maybe decrease the damage by a lot and the heals for A LOT MORE?
    Edited by Aoshy on May 10, 2022 10:35AM
  • Kusto
    Kusto
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    Altyrann wrote: »
    If you manage power creep by looking at damage done by skills / sets, players can keep stabbing / shooting / burning things, which is typically the bit which is more enjoyable and engaging.

    If you manage power creep by crippling sustain, players end up focusing on potions, heavy attacks, mashing synergy buttons etc. which are typically far less engaging.

    Instead of seeing things like Combustion nerfed, it would be great to see all classes (e.g. Magplar) have access to healthy sustain while power creep is managed through looking at damage.

    All classes do have access to healthy sustain if you don't mind losing some damage. Replace your jewelry spell/wep dmg glyphs with recovery, use parse food, use regen mundus and you'll have plenty of sustain.
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