Leveling the playing field in instanced PvP

Post by Gui10 on 2022-12-17 14:49:22

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Post by Ludullu on 2022-12-17 15:01:23

The main problem I see with this in the context of Ashes is that the class design will be RPS and I'd assume that this balancing would even influence small party pvp too. And so if everyone has the "same" gear, you'd just have autolose and autowin matchups (if the skill lvl is the same).

How did GW address this? Were all the classes just able to kill everyone else w/o much issue?

Post by Gui10 on 2022-12-17 15:32:13

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Post by Veeshan on 2022-12-17 16:24:54

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Post by Gui10 on 2022-12-17 17:00:06

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Post by Voeltz on 2022-12-17 22:50:23

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Post by George_Black on 2022-12-17 23:03:36

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Post by Dolyem on 2022-12-18 01:14:08

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Post by akabear on 2022-12-18 01:23:27

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Post by Blindside on 2022-12-18 01:32:45

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Post by Depraved on 2022-12-18 09:42:00

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Post by Kovrm on 2022-12-18 13:15:25

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Post by Gui10 on 2022-12-18 13:51:33

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Post by Gui10 on 2022-12-18 13:54:05

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Post by Ludullu on 2022-12-18 13:58:33

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And Lineage 2 just had a gear upper ceiling on its arenas, but the gear still mattered and there was no strict equalization. And L2 has a big pvp influence on Ashes. It also had an rps 1v1 balancing, so some "paper" classes were able to win out against "scissors" classes through better gear sometimes.

Post by Gui10 on 2022-12-18 14:03:28

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Post by Ludullu on 2022-12-18 14:40:49

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I'm talking about equal player skill and we don't quite know the extent of ability balancing. To me "1v1 will be rps" sounds exactly like "an archetype will be weak against some and strong against others". So I'm not exactly sure that some archetype will be able to outbuild a losing matchup.

Post by Gui10 on 2022-12-18 15:05:46

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Post by Ludullu on 2022-12-18 15:14:47

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Yes, but as I keep saying, at the highest lvl of skill (which arenas bring out) the rps will be the most prominent, if you keep the gear equal. Just as those top skill players know ways to try and outplay a stronger archetype, the top lvl players of said archetype would know those counters and would then use their own character in its best way. And that best way is stronger, because of the rps balancing.

Post by Depraved on 2022-12-18 15:42:04

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Post by Gui10 on 2022-12-18 15:51:21

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Post by Gui10 on 2022-12-18 15:56:51

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Post by SirChancelot on 2022-12-18 16:15:47

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Post by Depraved on 2022-12-18 16:17:40

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Post by Gui10 on 2022-12-18 16:29:45

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Post by Ludullu on 2022-12-18 16:43:15

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https://ashesofcreation.wiki/Arenas
Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[4]
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I think it's good because it lets people get around the rps balancing. Augments might do that, but we don't know for sure rn. But I know for sure that gear can, because it's been done before.

Post by Solvryn on 2022-12-18 16:58:10

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Post by wrms on 2022-12-18 17:12:52

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Post by Gui10 on 2022-12-18 18:00:23

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