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Ros
01-23-2004, 07:08 AM
This is probably my last attempt. I've played for nearly 5 years, and have grown disappointed at the short-sited narrow scope of most of the "Balances" thrown in for PVP.

I've always thought the "Yin and Yang approach" to Balance was essential. I feel if Turbine would have approached PVP and their Monster Rebalancing the same way - you could have saved a lot of time, and hassle. Going back to repair the "actual " problems underneath all of the "band-aid" fixes will probably cost more resources now, then before - but these are the issues as they remain.


Yin and Yang approach to ALL Magic.

For every Life Protection, there is a corresponding Vuln. (Armor & Imperil, Blade Protection & Blade Vuln.)

For every Item Bane there is a Lure. (But Lures can ONLY be cast on shields) The History is such that the Strength of banes was an issue in the past. It forced Turbine to raise damages, Make special weapons to counter the effect of banes- of which I would argue, you are still struggling with. When you capped the banes at 2.0, it made sense to some - but virtually anything you had gained from that towards balance, you ruined when Tinkering came into play. 450-500AL suits began to drive that point home. If there were a way to cast a Lure on someone, using the Item-debuff mechanic, where it would randomly select a piece of armor to Debuff - Hollows, Deadly Hollows etc ad naseum would never have been nescessary. If we could Lure an opponents worn armor, perhaps AR-imbued weapons are enough to contest the high AL Tinker. This would seem appropriate.

Balancing by DoT is a farse, until the Playing field is relatively level. You must keep in mind that different form of attacks are affected by different things - which actually complicate your lives while trying to consider ways to balance the game. For instance - War Magic is not affected by Banes, or Shields, or Worn armor - and yet, Archers, and Melee attacks are always diminished by these factors. If the above-mentioned Armor Luring was possible - It means that an Archer or Melee would have to land at least 3-4 Successful Debuffs to be able to maximize their damage potential. (Imperil, Vuln, Brittlemail, Lure) If banes worked against War as Well - a Mage would still only have to cast a Vuln + and Lure. (Rend wands would make this a Single Debuff, a Lure.) The sheer damage potential of a Mage is left unchecked, and unaffected by anything outside Lifemagic buffs. If Item magic used the same mechanic as Lifemagic with the few stipulations (Random pieces of worn armor/undergarments are affected - it gives a reason to use our High/Med/Low attack.) Example: You successfully cast Brittlemail on Amuli Coat! --begins swinging/shooting at Medium. etc.

Blood Drinker's polar opposite is Blood Loather. It works on ALL Melee Weapons, and ALL Range Weapons, except for Wands. In fact, while a Mage has the potential to make an Archer's or Melee's weapons practically useless, there is no spell in-kind that one can use against a Mage. a Mana Conversion Bonus debuff is NOT enough in these regards. There is no Damage damper for War beyond Lifemagic. These exceptions totally screw up any DoT comparisons you could try to make Class-to-class. There is one other contributer to this though - so we'll move on.

Shields don't deflect, nor do they help against War. Ultimately they proved too effective against Archers, as well - Giving Turbine a reason to Make yet another Single-Use weapon that ignores them. That should HIGHLIGHT that issue, and their performance explains the imbalance better than I can - So I'll propose a reasonable Solution: Remove the "Shield Level" from shields in favor of Modifiers for all of the games available Defenses. These benefits would serve several purposes in balance. As a Melee's skillset tends to require more emphasis on Physical stats, and alot less on Mental stats - its unlikely that Melee's will ever be able to have high enough Magic Defense to resist Equal level mages. In the current system - its even far more likely that a Melee will suffer death to a Mage half his/her level as a result of this emphasis. a Shield with a Magic Defense of Modifier would help make up from that impropriety - just as a Missile Defense Modifier would spurn more Melee's to take Missile Defense to be more viable against Archers. Conversely, this also gives a more realistic feel to shields - as they would help to resist, and or shield you from War, AND Arrows. (Archers would just turn up their accuracy as they do against anyone with decent Missile Def)

On behalf of Archers and Mages, Arrows and War are still easy to dodge. Arcs helped some. Streaks helped some, but due to their lower damage and HIGHER Mana consumption, they aren't very practical. If a spell is going to do half the Damage of its corresponding Bolt/Arc, it shouldn't cost that much Mana. If you wish to Tax something for making it faster, Tax Stamina. Volleys and Blasts are practically useless in PVP as they are slow enough to by out-ran. The Ideal solution would be to make each bolt in a flurry do the same damage as its corresponding Warbolt, while using the same Mana/Bolt consumption. (So a 7 Volley would shoot 5 bolts - each one doing 7 spell damage, while costing 7 spell mana x5.) It creates more of a Mana Sink - and more incentive to use the spell. Speeding them up would help a great deal, but the same could be said for any spell to some degree. A Proposed solution could be: To make an Imbue for Wands or a Tinker that will raise the Velocity of spells cast through it, and perhaps add a similar mechanic (tinker/imbue) for bows to increase their velocity in-kind.

If all of the above were done. Animation-breaking exploits wouldn't seem as bad as they are. Of course, with one exception. The only Animation-breaking Exploit that serves as a real hinderance is the Jump-spin, that has the tendancy to send a melee off charging in a random direction, or completely "locked up" until recieving "You have charged too far!" message. If a Melee can't stick, they are ineffective. Fast-cast, and other exploits might actually not have the impact they once had on a level-playing field, and would be less of a priority.

Stress factor only exists for those with Healing trained. Unfortunately there is no mechanism like it that will link Mage-Health, and their ability to cast. High level mages are able to "Full-Heal" with a Stam to Health 2-3 in .5 Seconds, without any such handicap. It should seem fair that the less hit points a Mage has the more likely he is to fizzle ANY level of spell. They don't have to switch from cast-mode to heal, anyway.

--Decisions in the past have lead to several band-aid fixes that never addressed these issues directly, and never really "solved" any of them. Raising the damages on Melee weapons was essential to counter the Tink'd gear, and inability to Lure an opponents worn armor. This band-aid would make the entire player base wince when and if it came off. Further, Hollow weapons, and other Single-use weapons would serve no more purpose. (They weren't really appropriate to begin with - it betrays your entire magic-system.) Turbine will NEVER be able to address Balance without going to the ROOT of the problem. (See the above - Yin and Yang commentary.)

--Monsters would need to be altered, and rebalanced again to add to their spellbooks appropriate Lures, and whatnot - which would change several of the Dynamics invovled with adding New creatures, and content. (And Perhaps take the Super-Mighty playerbase down a notch or two.) This NEEDS to be done, anyway. PVM is getting waaay too easy again for some.

These problems have existed in AC since its release. We've advocated this same approach for FIVE years now (4.5.. whateva) and all we've ever been given is Artifacts or Items that merely "Mask" the issues - yet have not fixed them. It shouldn't be any wonder why DT's standard gear consists of Weeping and/or Hollow - as nothing else works quite right. Being able to Lure worn armor, compounded with an Armor Rend Tinker - would bring Loot-gen'd, tinkered gear into Mainstream PVP (which is as it should be)

If you've gotten this far - I'd challenge you to do the above before considering any more changes to Game-play mechanics or "Animation Exploits" so we can see where we're at. Hopefully with the above changes, it will level the playing-field enough that they might begin to take a lower priority. (The ability to dodge, and move, and bob and weave is what gives AC its Gameplay, as many here have already suggested. To remove some of these may be nesessary - but to remove them all would be disaster for Gameplay. I would Target Jump-spin's breaking of Sticky-Melee, and perhaps leave it at that. The others would be less pronounced if the other classes had other Warmagic-damage-dampers. (Such as altered Bane Mechanics.)

These are longstanding issues, and they lay at the heart of our problems. Do forgive the cynicism and angst that may emerge from PVP players- but try to understand the Frustrations have been mounting, and festering for a long long time now.

I beg you for your patience and careful consideration of these issues. Those of us who haven't given up on you yet- are on our last thread of hope here.

Band-aid fixes are our History... They simply will not do anymore. In fact, I'd argue that they are only making your jobs harder- as you will now have to sift through these mechanics to find what all effects them now and how.

We know it won't be easy. We know you probably couldn't do it all in a month. But its becoming exceedingly important that you actually deal with them directly - rather than passing us just another band-aid. Another one will simply not do.

Thanks for reading.
Ros

Ros
01-23-2004, 07:55 AM
The Price increase was a slap in the face for many of us due to the negligence shown towards the above issues.

We're being asked to pay more for a broken game. (at least, for those that play only on DT) Those of us who are sticking it out, are hoping for the best, and would hope that our patience will pan-out, and pay-off.

It's been 4.5 years, after all - and we're starting to feel we've been patient enough that we deserve a little more consideration - and perhaps to be thrown a bone, here, as to *your* "plans" for balancing PVP.

Thanks again
Ros

Frank The Knife
01-23-2004, 09:59 AM
As far as the Lure of armor goes... Real melee's will have the same problem they do now due to the fact that items are now linked to the defenders magic defence.

This also brings up the "Why make melee's so dependant on magic?"

To attack a melee has to cast 2 spells and now you want to add more?

I think you have a good idea but forceing melee's into a more magic role is the wrong direction.

Ros
01-23-2004, 10:20 AM
Most PK-Melee's have already accepted the fact that Asheron's Call revolves around its Magic System.

For that reason, seldom do you find anything less than a 3 School Melee.

I think you would find it challenging to find an Item-only, or Creature+Item-only Melee on DT.

We've accepted it for 4 years now, that Magic and Melees is a must.

The only way a Magic-less Melee could ever happen, is if you could somehow double-imbue Melee Weapons - For Armor Rend, and a Resistance Rend - and even THAT wouldn't compare to the damage you could do with an Imperil (That stacks on Armor Rend's capability)

So again... you have to have a Vuln to capitolize on your damage potential.

Lifemagic to vuln is an *must have* if you intend to fight anyone 1v1 and win.

....and you're right also, that Mages with high Magic defense will be hard to land on. Which is where character-development decisions pay-off.

In the high levels of play, a 50/50 foc+self template is usually adequate in magics enough to land on such a mage with at least some "chance" (30% is better than zero. - and is perhaps a small price to pay as a "Melee" due to such emphasis we don't have quite the HP's of a typical PK mage, either.)

and again, it might be totally appropriate to look again at the Magic Defense equation - (it was changed once already Foc+self/10 became Foc+self/7.. Perhaps it needs to be Foc+Self/5?)

I would call that a semantic - and would probably put that low on the priority list, for now- given the other more poignent problems we have. =(

I mean.. Eventually they'd have to look at other things that borked us up too. Like:

Gems of Stillness (Needs a timer, or something or should be MUCH harder to get/accumulate in large numbers. Or perhaps a single-debuff per gem?) Problem here is that when a Melee finally is able to debuff a Mage a Mage can gem, and the Melee starts over. If a Melee Gems on a Mage, it will not save them from a Rend wand.

The Awakener

...
Ros

PS: think I'd rather take the 30% chance, then beef Magic Defense as that would only compound on Melee's problems. Magic D Mod on a shield should be enough to help Melees out.

Ros
01-23-2004, 10:31 AM
if banes worked against Warmagic, a Mage would have to cast more too..

or with a Rend wand, would at least have to throw one.

If armor AL was taken into the Warmagic damper equation, it would nuance things a little better, too, perhaps;

Platemail notoriously sucks to lightning.
Matte coats rocks against Lightning and Cold.

would be nice if a Mage had to look at our armor, and think about which spell is best against us ;)

Ros

Chubasco
01-24-2004, 02:45 AM
And while your balancing War magic to be more in-line with melee/missile attacks, why don't you also make the chance of avoiding a War attack be based on a roll-of-the-dice based on the targets magic defense?

So instead of an archer or melee simply running away from a war, the chance of them not getting hit would be based on the level of the mages war vs. the targets magic d, similar to melee d vs. ua/sword/etc.

Sound fair? If not, and you think mages need more nerfing, then why not just suggest that war magic be removed from the game entirely with mages left to emote you to death?

Binky
01-24-2004, 02:52 AM
For every Item Bane there is a Lure. (But Lures can ONLY be cast on shields) The History is such that the Strength of banes was an issue in the past. It forced Turbine to raise damages, Make special weapons to counter the effect of banes- of which I would argue, you are still struggling with. When you capped the banes at 2.0, it made sense to some - but virtually anything you had gained from that towards balance, you ruined when Tinkering came into play. 450-500AL suits began to drive that point home. If there were a way to cast a Lure on someone, using the Item-debuff mechanic, where it would randomly select a piece of armor to Debuff - Hollows, Deadly Hollows etc ad naseum would never have been nescessary. If we could Lure an opponents worn armor, perhaps AR-imbued weapons are enough to contest the high AL Tinker. This would seem appropriate.


-----------------------------

The way you seem to want is AC is a world with absolutely no variety. Everyone using the exact same weopon and the exact same spells seems to be what you want.

Ros
01-24-2004, 06:43 AM
Hardly, guys....

Jeez, be reasonable.

As said above - Warmagic should probably be given a speed increase - volleys and bolts more effective/damaging/costing more mana - a "Velocity imbue"

...and you come back at me claiming I want it removed from the game???

you're obviously spoiled to your mage, and have obviously not played the other classes. Maging is TOO EASY in PK and NPK.

Using the same weapon????

umm.. thats how it is NOW? Weeping, anyone?

What I suggested brings Tinker'd gear to Mainstream PK, and corrects all the BS issues that have plagued the game since 98.

Look - I'm being realistic. I play all classes, and I'm not hear to lie to anyone in favor of one favorite class or the other. Point blank- they all have issues. The above is a practical, pragmatic, and reasonable way to address them all for PVP play.

...or gee.. you can leave Turbine to make their own changes which means a further seperation of US from the rest of the player Base.

meaning - Turbine gets to deal with Two systems.. ONE for the PVM crowd, and ONE for the PVP crowd...and it shouldn't be that way. what about that do you not get?

I'm getting the impression you would have had to be on DT at the start to understand the depth of this issue.

Ros

Virindi Clown
01-24-2004, 04:53 PM
What I'd like would be to go back to the times when you used different weapons for different reasons. If it was a mage, you went hollow. If you had a group of guys together, you might use your rav. If it was some other archer or melee, you debuffed them and you got out your loot weapon with the best mods to tear them a new one.

After that, hollow eventually became the main weapon for any attack at all, excluding melees with shields. You didn't have to debuff for a hollow, so I don't think the magic defense issue is necessarily new. It would have been hard back in the days of level 50s to debuff a mage with a melee, but you DIDN'T.

I liked phantoms because they ignored shields and other armor, so I could kill a melee with a shield, but I didn't have to bane all my armor because if I did get hit with an AR, I had a baned shield to save me.

Now shields don't do jack AND you have to full bane just to walk around your lifestone. Uh, that is like a turn for the absolute worst from how phantoms worked, and there wasn't really anything I could find wrong with them.

There is variety in war magic, and it gets a good advantage from that. It would be great if melees and archers had different weapons with different advantages and disadvantages, so they could do the same.

Using one weapon is very stale, and the abilities the weeping weapons have do not make PvP more enjoyable. They just make it more time consuming to go out anywhere you will run into people.

Making war magic have to take armor into account is insane. They could never get that balanced, and it's tons of work. The spells dont aim at certain spots, and they have never been involved with monster or player armor.

However, war is not hard to balance because it works that way. I think weeping weapons should as well. The phantom ability worked great in PvP, and if AR became the only means of an elemental attack against armor, it wouldn't be such a big deal to not spend an extra 5-6 minutes just doing banes.

First, I think the way the weeping weapons work needs to be changed. Then the devs should look at all the old weapons we used to use and try and give them a reasonable purpose.

There is plenty of room for creativity. For example, there could be weapons that hurt someone more if they are not moving, so that it is useful in a one on one instead of a gank. Some weapon could have no damage type whatsoever. Another could do more damage to someone if they are in magic mode. One could hit for less and ignore all magic, and pause all spells cast on you so that you use only your natural resistances for protection, makinge non-magic characters viable. The possibilities are literally endless. I can't believe its just left to be an endless cycle of "this guy gets more armor, this guy gets more damage" on and on and on.

Ros
01-24-2004, 07:44 PM
::shakes head in shame::

What part of my posts did you not understand?

Weepings, hollows, phantoms would have never been nescessary if they'd made War effect armor..

Newsflash also - you USED to be able to aim War, but the controls that did were since replaced so you could scroll the spell bars.

I think they shoulda moved em up to the prntscrn/scroll lock/pause buttons myself.

Single-use weapons are BAD FOR THE GAME and DO NOT AFFECT BALANCE -- they give you the ILLUSION of balance without doing jack. Veterans call them "Band-aid Fixes" because it doesn't require them to ACTUALLY FIX THE REAL PROBLEM.

Loot gen'd weapons suck in PVP until they do something along the lines of Luring as I mentioned..

and personally - having War have to be filtered through Armor is not as unreasonable as you think if you can Lure that opponents armor now is it?

Thats the whole thing - it shoulda been that way from Day 1.

...and Shields should NEVER have had SL to begin with, thats just retarded. Shield-ignoring weapons PROVE that the mechanic is fubared.

Any mage worth their salt would tell you we've got it waaay too easy - we all know it.

Ros

Virindi Clown
01-24-2004, 08:35 PM
Ros, I think everyone can agree that really it should be that everything is affected by armor or nothing, but you just said right there that that's how it should have been from day 1.

That is probably true, but we are nowhere near day 1. It is virtually impossible for a change like that to be made.

What I meant was that wars would now have to function as a projectile like an arrow, which could be aimed AND strike random different targets on a body, instead of just one big "thing" that is selected, and then EVERYTHING would have to be rebalanced for war damage to be affected by the armor it lands on.

That is tons of programming and virtually endless tinkering with numbers on monster armor and war damage. It could never effectively work, because it is entirely the opposite now and the system was made to work as it is.

Here is the problem spelled out:

If you make war damage affected by armor, and make it so that it does a balanced amount of damage against war armor, then the damage will SUCK against every monster. Now what are they supposed to do, lower ALL the monster armor levels? Well, that'd never get finished, and on top of that, melees and archers would be hitting every monster a zillion times harder. The end result would basically be the most drastic throw off of balance I can imagine.

As for the shield thing, I agree there but I can figure out no way to change the armor level on a shield to a defense modifier in a proportion that would work out for all the different shields already made and spawned by the loot generator.

I always found it very strange that something you use to deflect an attack instead automatically reduced damage from any attack. It would have made more sense to have NO defense modifier on weapons, and put the whole thing on shields.

Ros
01-25-2004, 06:27 AM
<<If you make war damage affected by armor, and make it so that it does a balanced amount of damage against war armor, then the damage will SUCK against every monster. Now what are they supposed to do, lower ALL the monster armor levels? Well, that'd never get finished, and on top of that, melees and archers would be hitting every monster a zillion times harder. The end result would basically be the most drastic throw off of balance I can imagine>>

But, as you can read above - The Mechanic to aim war is buried in the code -- I seriously doubt they removed it. Just made it behave differently. It would hit random places like any Archer Projectile attack - but the Armor was never involved.

I know it would take a lot of effort now to do the work - Thats what happens when you pile on 4 years of Bandaids. But to suggest to me that there is no hope to actually fix the game right at this point is disappointing.

When they brought in Rend Wands - it was moronic. A Mage doesn't have to vuln anymore - and can now kill at an unprecedented rate, with nearly NO effort. With an armor mechanic - they would have to at least Lure once.

If they are afriad to actually address the real problem, and are still in the habit of just supplying more Bandaids - then this is the future --

PVP issues put on the backburner for PVM Content. (Because the rule sets for PVP are now so dramatically different from PVM play, and need I remind you 7 White servers will always take priority to our little "Unique" Server)

I am NOT for giving them the idea that another Bandaid fix is all thats needed.

If we get another one, I'll just quit.
Ros

Ros
01-25-2004, 06:59 AM
Can any PVP player in this thread honestly tell me they've liked the last 4 years of neglect?

With another bandaid-fix, we're likely to see this habit continue.

The only difference now, is that there is a Price Increase to $12.95/mo

if that $12.95 gets taken, and issues don't get resolved, where does that leave DT Players? (Gouged?)

I've said it before, an' I'll say it again..

We don't need another Illusion...we need some REAL solutions.

Without em, I can't justify paying $12.95 for a borked game.
Ros

Ros
01-25-2004, 07:26 AM
actually retro-fit changes have been added to a lot of items, so its proven that it can be done.

then you write a macro to run on the database that will -
a) Identify all shields, and their SL that already exist.
b) Make special tabs for Quest Shields - Caulnalain, Shendolain, Diamond, Aegis, Shield of Simulcra - etc

but first you would have had to decide on the new attributes of the Quest shields, and - how to distribute the Mods based on a shields old SL value.

181 Tower Shield. (almost max'd loot-gen'd Shield) We take points like:
1. Its heavier than most shields, and covers more Area. What percentage down is 181 from max shield SL? What would that same percentage be if attributed to a modifier? (ex: if max SL on tower is 200 - and that shield is 180, the difference is 10%. If they've determined the Max Mod a shield should give in any school is 15% then 10% of 15 - 1.5, leaving the Shield with a Mod of 13.5%. There's your base Mod, then - so you look at the ammenities.
a) for the sake of argument, we'll suggest that a Tower shield covers more area, and as such should give better Mods against Projectile attacks (War, and Arrows) - so now the Mod set on this shield looks like this: Silver Tower Shield, 1113bu, +13 Missile, +13 Magic D..
b) but again for the sake of argument, we all know Tower Shields are heavy, and slightly LESS maneuverable in up-close combat - so the shield winds up - +13 Missile, +13 Magic, +7 Melee Def.

.... and there's your Retro-active "Fix" for shields.

Running similar Macros with slightly different arrangements for other shields.

a) Large Shields (Kite, and Round.) - Lighter, More Average Mods.
b) Small Shields (Kite and Round.) - Lighter, stronger Melee Def, but weaker Missile, and Magic D.
c) Bucklers - might be better on Melee D than Missile/Magic.

..done. The first effort, deciding the Mod, and changes to Quest-shields. The second effort - writing the Macro to peruse the Dbases and change things. The Third - to let it run its course.

the largest effort is in rewriting the mechanic, and removing the Dmg "filter"

Ros

PS: Macros are a commonplace tool among Network administrators for all sorts of problem solving in almost any business. Why? They take seconds to whip up - and perform the job like no other living being can. (Fast, efficient, and it doesn't take an Army of interns.)