Development Goals for the Next Balance Patch

Starfish
SBE Team
SBE Team
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Joined: Mon Nov 08, 2010 11:36 am

Development Goals for the Next Balance Patch

Sun Nov 30, 2014 7:08 am

  • We aim to GREATLY reduce the need for Botting. You will no longer feel the need to bot burners, bashers, siege disc characters, and even resist buff bots will be no longer needed, etc.
  • We aim to reduce the power of Scouts in the solo arena.
  • We aim to greatly increase the diversity of supportive healers in GvG.
  • New powers will be added to help give you the tools to deal with higher numbers, increasing the volatility of large concentrations of players.
  • Economic/Usability changes will be added to make forming and managing a 100+ cross-nation player force more difficult and resource consuming.
  • We want to reduce the reliance of "petitioner/fullmember/errant" players on IC characters/forge random roll access for gear. We want to increase the options you have for gearing up. This will not reduce the power of forges or rolling, but will allow you to get "acceptable" gear easier until you get what you want in the long run.
  • Non-Traditional Auxilary Support will receive increased defensive supportive or offensive support options; Fighter Warlocks, Rangers & Nightstalkers
  • Siege Disciplines will no longer be useless. Each one will have at least 1 useful combat related power. They will also no longer be needed to be botted as they will consume no trains for the traditional bot powers.
  • Itemisation adjustments will reduce the hard-counter factor with Casters. Charmed prefix and resist prefixes will come down a notch.
  • Resist Buff rework will make all resist buffs worth using and training, no longer are they bot powers.
  • More small-scale anti flight powers.
  • Usability & Quality of Life Fixes
    • Procs now show how much damage they will do, on their tooltip.
    • Weapon power deferred effects now show their effect and duration. EG -26% DEF or the bleed damage range, or the ATR on your Weapon-DOT.
    • Various animations have been improved and missing ones fixed.
    • In the process of fixing text tool tips of hover over adventure zones on the world map.
    • Stances no longer require you to be in combat to use.
    • Increased Range on Poison Backstabs.
    • Reforged in Flame item changes now properly show in the rolling window, before you roll the item. No more mystery!
Please note these are the BALANCE PATCH goals. The CONTENT portion of the next patch is next in development priority when Stability is at a place that the team and the community is happy with. This post is a sticky to help give everyone a grounding point for our balance focus.
Coolwatersx
Chilled Zombie
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Posts: 1738
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Re: Development Goals for the Next Balance Patch

Sun Nov 30, 2014 1:59 pm

Starfish wrote:
  • We aim to GREATLY reduce the need for Botting. You will no longer feel the need to bot burners, bashers, siege disc characters, and even resist buff bots will be no longer needed, etc.
Thank little baby jesus. I may actually play again.
  • We aim to reduce the power of Scouts in the solo arena.
Ditto.
  • We aim to greatly increase the diversity of supportive healers in GvG.
A good move as well.
  • New powers will be added to help give you the tools to deal with higher numbers, increasing the volatility of large concentrations of players.
More stack busters are always good.
  • Economic/Usability changes will be added to make forming and managing a 100+ cross-nation player force more difficult and resource consuming.
I like this as well as a goal.
  • We want to reduce the reliance of "petitioner/fullmember/errant" players on IC characters/forge random roll access for gear. We want to increase the options you have for gearing up. This will not reduce the power of forges or rolling, but will allow you to get "acceptable" gear easier until you get what you want in the long run.
Good. I think*.
  • Non-Traditional Auxilary Support will receive increased defensive supportive or offensive support options; Fighter Warlocks, Rangers & Nightstalkers
And the hits just keep on coming.
  • Siege Disciplines will no longer be useless. Each one will have at least 1 useful combat related power. They will also no longer be needed to be botted as they will consume no trains for the traditional bot powers.
Good call here.
  • Itemisation adjustments will reduce the hard-counter factor with Casters. Charmed prefix and resist prefixes will come down a notch.
Also a good idea.
  • Resist Buff rework will make all resist buffs worth using and training, no longer are they bot powers.
  • More small-scale anti flight powers.
Gooder.
  • Usability & Quality of Life Fixes
    • Procs now show how much damage they will do, on their tooltip.
    • Weapon power deferred effects now show their effect and duration. EG -26% DEF or the bleed damage range, or the ATR on your Weapon-DOT.
    • Various animations have been improved and missing ones fixed.
    • In the process of fixing text tool tips of hover over adventure zones on the world map.
    • Stances no longer require you to be in combat to use.
    • Increased Range on Poison Backstabs.
    • Reforged in Flame item changes now properly show in the rolling window, before you roll the item. No more mystery!
I like this, but you should also remove Pelegorn from UH entirely.
Please note these are the BALANCE PATCH goals. The CONTENT portion of the next patch is next in development priority when Stability is at a place that the team and the community is happy with. This post is a sticky to help give everyone a grounding point for our balance focus.
I like all of these ideas. Hopefully the specific measures will be well considered.

It's like you guys are real, big-time developers trying to impartially make a good game or something. Kudos.
Vanish
Snowy Harpy
Snowy Harpy
Posts: 298
Joined: Fri Oct 31, 2014 4:27 am

Re: Development Goals for the Next Balance Patch

Sun Nov 30, 2014 2:13 pm

Remove pala from scouts. lol GG scrubs you can remove pala with alot of classes if people even noticed.
Vanish
Snowy Harpy
Snowy Harpy
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Re: Development Goals for the Next Balance Patch

Sun Nov 30, 2014 2:15 pm

If scouts are OP, you better be taking down the dmg on Templar's fire. CUz scouts run when they get hit from that. SO quit your Skah! about scouts learn to counter.
dorfinger
Snowy Harpy
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Re: Development Goals for the Next Balance Patch

Sun Nov 30, 2014 2:25 pm

WTB roundtable revote / swap.
Coolwatersx
Chilled Zombie
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Posts: 1738
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Re: Development Goals for the Next Balance Patch

Sun Nov 30, 2014 2:33 pm

Vanish wrote:If scouts are OP, you better be taking down the dmg on Templar's fire. CUz scouts run when they get hit from that. SO quit your Skah! about scouts learn to counter.
Because one OP class (Templar) can kill another OP class (Scout), it follows that no balancing is needed on the second OP class.

That there is some fancy thinking. I'd advise that you wear a helmet.
Coolwatersx
Chilled Zombie
Chilled Zombie
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Re: Development Goals for the Next Balance Patch

Sun Nov 30, 2014 2:34 pm

dorfinger wrote:WTB roundtable revote / swap.
How about something a little more specific? More as in any degree of specificity at all.
Dyson
Wolven Brute
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Re: Development Goals for the Next Balance Patch

Mon Dec 01, 2014 10:23 am

+1'd liked commented favourited and subscribed
Khal
Snow Terror
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Joined: Fri Jul 01, 2011 3:02 pm

Re: Development Goals for the Next Balance Patch

Mon Dec 01, 2014 3:08 pm

Coolwatersx wrote:
Vanish wrote:If scouts are OP, you better be taking down the dmg on Templar's fire. CUz scouts run when they get hit from that. SO quit your Skah! about scouts learn to counter.
Because one OP class (Templar) can kill another OP class (Scout), it follows that no balancing is needed on the second OP class.

That there is some fancy thinking. I'd advise that you wear a helmet.

Love you cool, lol.
longblade
Chilly Orc
Chilly Orc
Posts: 408
Joined: Mon Jul 21, 2014 12:14 pm

Re: Development Goals for the Next Balance Patch

Wed Dec 03, 2014 7:37 am

  • We aim to GREATLY reduce the need for Botting. You will no longer feel the need to bot burners, bashers, siege disc characters, and even resist buff bots will be no longer needed, etc.
  • New powers will be added to help give you the tools to deal with higher numbers, increasing the volatility of large concentrations of players.
Looking forward to seeing how this is done.
  • Economic/Usability changes will be added to make forming and managing a 100+ cross-nation player force more difficult and resource consuming.
About time!
  • Non-Traditional Auxilary Support will receive increased defensive supportive or offensive support options; Fighter Warlocks, Rangers & Nightstalkers
"Fighter Warlocks" should be "Melee Warlocks." Please be careful with Nightstalkers. They can easily become OP'd if changes aren't measured.
  • Itemisation adjustments will reduce the hard-counter factor with Casters. Charmed prefix and resist prefixes will come down a notch.
Concerned about this since the elemental numbers hit for so much more than the non-standard nuking types. Everyone wears elemental gear because without it those nukes destroy everything.
  • Resist Buff rework will make all resist buffs worth using and training, no longer are they bot powers.
Looking forward to seeing how this executed and balanced with the item modifications. Don't forget runecaster in the changes.
  • More small-scale anti flight powers.
Snares, roots, stuns and bows. How many more can there be?
  • Usability & Quality of Life Fixes
    • Procs now show how much damage they will do, on their tooltip.
    • Weapon power deferred effects now show their effect and duration. EG -26% DEF or the bleed damage range, or the ATR on your Weapon-DOT.
    • Various animations have been improved and missing ones fixed.
    • In the process of fixing text tool tips of hover over adventure zones on the world map.
    • Stances no longer require you to be in combat to use.
    • Increased Range on Poison Backstabs.
    • Reforged in Flame item changes now properly show in the rolling window, before you roll the item. No more mystery!
Love all of these.
shadowboxer
Snowy Harpy
Snowy Harpy
Posts: 251
Joined: Wed Oct 29, 2014 8:05 pm

Re: Development Goals for the Next Balance Patch

Mon Dec 08, 2014 2:02 pm

Starfish wrote:
  • We aim to GREATLY reduce the need for Botting. You will no longer feel the need to bot burners, bashers, siege disc characters, and even resist buff bots will be no longer needed, etc.
A change to make things easier for people. If changes to make things this easy, the level of challenge drops.
  • We aim to reduce the power of Scouts in the solo arena.
This doesn't address the core issue. The issue is rapid exploitation of backstabs/pelligorns. Reducing scouts in the solo arena means other rogue classes exploiting the real issue. What then? More complaints and yet more balancing issues? A nerf to rogues when all the current scouts decide to play thiefs and assassins? Let's save my post and bookmark it and come revisit it after the "scout" nerf happens to see if what I posted comes true. :)
  • We aim to greatly increase the diversity of supportive healers in GvG.
Good change
  • New powers will be added to help give you the tools to deal with higher numbers, increasing the volatility of large concentrations of players.
Not a good change. The side with higher numbers will also get this benefit/power. Great guilds never had issues dealing with more numbers back on live.
  • Economic/Usability changes will be added to make forming and managing a 100+ cross-nation player force more difficult and resource consuming.
Good change.
  • We want to reduce the reliance of "petitioner/fullmember/errant" players on IC characters/forge random roll access for gear. We want to increase the options you have for gearing up. This will not reduce the power of forges or rolling, but will allow you to get "acceptable" gear easier until you get what you want in the long run.
Good overall change.
  • Non-Traditional Auxilary Support will receive increased defensive supportive or offensive support options; Fighter Warlocks, Rangers & Nightstalkers
Not a good change - these classes are extremely powerful in their current state.
  • Siege Disciplines will no longer be useless. Each one will have at least 1 useful combat related power. They will also no longer be needed to be botted as they will consume no trains for the traditional bot powers.
Siege disc's are not useless now. I have them on ALL of my scouts. It seems people choose not to use them, why give them the benefit of getting a treb buffer or another siege spell?

NOT a good change.
  • Itemisation adjustments will reduce the hard-counter factor with Casters. Charmed prefix and resist prefixes will come down a notch.
NOT a good change. Casters can already nuke for upwards of 1500-2k. Are you trying to turn the game into a spell fest?
  • Resist Buff rework will make all resist buffs worth using and training, no longer are they bot powers.
They were always worth using and not just on bots - again it comes down to players not seeing the benefit. If they don't see the benefit, WHY make it easier or an option for them where they would always use it? Seems like the challenge and know-how of game mechanics is being dumb-down.
  • More small-scale anti flight powers.
Why not just remove flyers at this point? Another highly suspicious and questionable change.
  • Usability & Quality of Life Fixes
    • Procs now show how much damage they will do, on their tooltip.
    • Weapon power deferred effects now show their effect and duration. EG -26% DEF or the bleed damage range, or the ATR on your Weapon-DOT.
    • Various animations have been improved and missing ones fixed.
    • In the process of fixing text tool tips of hover over adventure zones on the world map.
    • Stances no longer require you to be in combat to use.
    • Increased Range on Poison Backstabs.
    • Reforged in Flame item changes now properly show in the rolling window, before you roll the item. No more mystery!
Please note these are the BALANCE PATCH goals. The CONTENT portion of the next patch is next in development priority when Stability is at a place that the team and the community is happy with. This post is a sticky to help give everyone a grounding point for our balance focus.
shadowboxer
Snowy Harpy
Snowy Harpy
Posts: 251
Joined: Wed Oct 29, 2014 8:05 pm

Re: Development Goals for the Next Balance Patch

Mon Dec 08, 2014 2:08 pm

Final thoughts - Looks like an UNbalancing patch.

Seriously - read the notes and let it sink in a bit.
Coolwatersx
Chilled Zombie
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Posts: 1738
Joined: Thu Aug 18, 2011 2:03 pm

Re: Development Goals for the Next Balance Patch

Mon Dec 08, 2014 4:08 pm

shadowboxer wrote:Final thoughts - Looks like an UNbalancing patch.

Seriously - read the notes and let it sink in a bit.
You may be right (I have no idea), but you need to be specific or the signal will get lost in the noise.
Kammar
Snobo Seer
Snobo Seer
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Re: Development Goals for the Next Balance Patch

Thu Dec 25, 2014 6:58 pm

Coolwatersx wrote:
Vanish wrote:If scouts are OP, you better be taking down the dmg on Templar's fire. CUz scouts run when they get hit from that. SO quit your Skah! about scouts learn to counter.
Because one OP class (Templar) can kill another OP class (Scout), it follows that no balancing is needed on the second OP class.

That there is some fancy thinking. I'd advise that you wear a helmet.
What he's saying (and virtually everybody agrees, since old times in fact) is that templars are massively overpowered, not just against scouts. Dying from a single dot is not at all fair play and anyways templars (deflars particularly) are very hard targets, so, 1v1, most toons have no chance whatsoever (trying to figure what class can kill deflar on 1v1, any idea?).
Empire
Snobo
Snobo
Posts: 66
Joined: Thu Apr 24, 2014 9:00 pm

Re: Development Goals for the Next Balance Patch

Thu Dec 25, 2014 10:07 pm

Kammar wrote:
Coolwatersx wrote:
Vanish wrote:If scouts are OP, you better be taking down the dmg on Templar's fire. CUz scouts run when they get hit from that. SO quit your Skah! about scouts learn to counter.
Because one OP class (Templar) can kill another OP class (Scout), it follows that no balancing is needed on the second OP class.

That there is some fancy thinking. I'd advise that you wear a helmet.
What he's saying (and virtually everybody agrees, since old times in fact) is that templars are massively overpowered, not just against scouts. Dying from a single dot is not at all fair play and anyways templars (deflars particularly) are very hard targets, so, 1v1, most toons have no chance whatsoever (trying to figure what class can kill deflar on 1v1, any idea?).
Any wizard worth his pointed hat should eat a templar for breakfast (especially the fotm irekei bloodprophet dual wield build), any doomie that cant beat a templar needs to reroll, nukestalkers rarely have a problem with templars its rock-paper-scissors
Empire
Snobo
Snobo
Posts: 66
Joined: Thu Apr 24, 2014 9:00 pm

Re: Development Goals for the Next Balance Patch

Thu Dec 25, 2014 10:07 pm

Empire wrote:
Kammar wrote:
Coolwatersx wrote: Because one OP class (Templar) can kill another OP class (Scout), it follows that no balancing is needed on the second OP class.

That there is some fancy thinking. I'd advise that you wear a helmet.
What he's saying (and virtually everybody agrees, since old times in fact) is that templars are massively overpowered, not just against scouts. Dying from a single dot is not at all fair play and anyways templars (deflars particularly) are very hard targets, so, 1v1, most toons have no chance whatsoever (trying to figure what class can kill deflar on 1v1, any idea?).
Any wizard worth his pointed hat should eat a templar for breakfast (especially the fotm irekei bloodprophet dual wield build), any healer doomie that cant beat a templar needs to reroll, nukestalkers rarely have a problem with templars its rock-paper-scissors
tawdry
Snowy Mino
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Re: Development Goals for the Next Balance Patch

Mon Jan 12, 2015 10:34 am

Coolwatersx wrote:
Vanish wrote:If scouts are OP, you better be taking down the dmg on Templar's fire. CUz scouts run when they get hit from that. SO quit your Skah! about scouts learn to counter.
Because one OP class (Templar) can kill another OP class (Scout), it follows that no balancing is needed on the second OP class.

That there is some fancy thinking. I'd advise that you wear a helmet.

Wait hold the forges so i'm not the only one who thinks Templars are OP? dammnnn.It follows that balancing is needed on both classes along with a few others

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