Post by Azherae on 2021-06-26 17:55:32
Both these actually have a simple enough solution, but it takes really long to explain it.
Making it more like Monster Hunter wouldn't help, and I say this as a serious MHW player. The complexity of Monster Hunter comes from something else, which isn't reproducible in Ashes without destroying a core gameplay point.
The short version is that you can balance this sort of thing and make PvPvE more skilled by making a large portion of damage come from 'rotated skills' and a large amount of 'different non stacking DoT' (i.e. two different Cleric abilities with two different DoT, but you can't just put 4 instances of the same DoT using 4 Clerics)
The skill then becomes 'making sure your various DoT sources don't die, and have time to reapply it before the enemy group can apply the same DoT'.
Rogues would then focus on killing the enemy DoT sources, Tanks could tank and control mainly, Fighters and Rangers smack people and occasionally get to actually hit the thing.
Enemies that have 'high resistances to physical damage under most conditions', resistances or 'dangerous things that happen when too many people are hitting them in melee', but aren't damage sponges (HP wise) and can die to unstackable DoT.are the easiest way to make PvPvE without it being a numbers game or damage race.
The Poison Dragon in Siege already has this design, and the two Corrupted Ancients Servants(?) from that raid footage we saw before have quite a bit of it.
So the skill ceiling in terms of 'overall danger' can actually be really high, the Poison Dragon's design indicates a probable path forward.
Making it more like Monster Hunter wouldn't help, and I say this as a serious MHW player. The complexity of Monster Hunter comes from something else, which isn't reproducible in Ashes without destroying a core gameplay point.
The short version is that you can balance this sort of thing and make PvPvE more skilled by making a large portion of damage come from 'rotated skills' and a large amount of 'different non stacking DoT' (i.e. two different Cleric abilities with two different DoT, but you can't just put 4 instances of the same DoT using 4 Clerics)
The skill then becomes 'making sure your various DoT sources don't die, and have time to reapply it before the enemy group can apply the same DoT'.
Rogues would then focus on killing the enemy DoT sources, Tanks could tank and control mainly, Fighters and Rangers smack people and occasionally get to actually hit the thing.
Enemies that have 'high resistances to physical damage under most conditions', resistances or 'dangerous things that happen when too many people are hitting them in melee', but aren't damage sponges (HP wise) and can die to unstackable DoT.are the easiest way to make PvPvE without it being a numbers game or damage race.
The Poison Dragon in Siege already has this design, and the two Corrupted Ancients Servants(?) from that raid footage we saw before have quite a bit of it.
So the skill ceiling in terms of 'overall danger' can actually be really high, the Poison Dragon's design indicates a probable path forward.