Post by Azherae on 2023-01-18 18:20:27
Grati, that lines up with what I found related to L2.
The main 'issue' I see is that the only way to have weak 'waterfall stats' (because these almost by definition affect mobs too) and still 'no scaling on mobs' is to hard clamp some of the Attack and Defense values.
Basically, Ashes wants your 300 damage ability to do 300 damage to a level 20 and a level 30, as I understand it.
Specifically:
There won't be any damage dampening due to differences in levels in either PvP or PvE.[18]
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me. [18] – Steven Sharif
Now obviously this is an extreme example (leaving some flexibility as always, Steven is good at this), but basically.
If you do 300 damage to a level 20, you will probably do 300 damage - (influence of CON and DEF stats) to a level 30 as long as you can guarantee the hit.
This would imply that you must do some other stuff to prevent a level 30 mob from being killed just as easily as the level 20. General options are:
"It hits way harder and is probably more accurate"
"That Influence of CON and DEF is large" (unlikely given the goal, even considering that Steven might have meant PvP)
"It has so much more HP that the fight is extended and you have to do the same thing more times."
"It has much more evasion so you can't guarantee the hit."
Spreading these out and doing only a moderate amount of each will generally be easily cheesed. Hits way harder? Dodges more? Bring a bunch of Accuracy Spec Rangers.
Tons of HP? Bring more healers, fight longer (it may be inefficient ofc, but the point is that the solution to dealing with the challenge of it is simplistic).
"It has much more evasion." - Too many solutions to count, and strictly speaking this turns out a lot ilke 'just has tons more HP'.
It doesn't really matter of 'at level', 'above me', or whatever. The point is simply that without level based scaling, it is too mathematically hard to make something that is only 2 levels stronger than 'the average' actually not feel 'very much the same'. That was the real reason, I feel, that I could kill 8+ mobs solo in Alpha-1. It was definitely MORE dangerous, stats alone will do that, but it doesn't require adaptation.
As for how this relates to your topic, therefore, and Strevi's point...
Depending on which of those is true, and the way Gear gives survivability, the gap between high and low level players will either be large, or clamped to be small with no corresponding similarity in PvE. I guess Ashes could be one of those 'you can play solo up until level 30 but will not really survive/manage to level solo after that', though.
The main 'issue' I see is that the only way to have weak 'waterfall stats' (because these almost by definition affect mobs too) and still 'no scaling on mobs' is to hard clamp some of the Attack and Defense values.
Basically, Ashes wants your 300 damage ability to do 300 damage to a level 20 and a level 30, as I understand it.
Specifically:
There won't be any damage dampening due to differences in levels in either PvP or PvE.[18]
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me. [18] – Steven Sharif
Now obviously this is an extreme example (leaving some flexibility as always, Steven is good at this), but basically.
If you do 300 damage to a level 20, you will probably do 300 damage - (influence of CON and DEF stats) to a level 30 as long as you can guarantee the hit.
This would imply that you must do some other stuff to prevent a level 30 mob from being killed just as easily as the level 20. General options are:
"It hits way harder and is probably more accurate"
"That Influence of CON and DEF is large" (unlikely given the goal, even considering that Steven might have meant PvP)
"It has so much more HP that the fight is extended and you have to do the same thing more times."
"It has much more evasion so you can't guarantee the hit."
Spreading these out and doing only a moderate amount of each will generally be easily cheesed. Hits way harder? Dodges more? Bring a bunch of Accuracy Spec Rangers.
Tons of HP? Bring more healers, fight longer (it may be inefficient ofc, but the point is that the solution to dealing with the challenge of it is simplistic).
"It has much more evasion." - Too many solutions to count, and strictly speaking this turns out a lot ilke 'just has tons more HP'.
It doesn't really matter of 'at level', 'above me', or whatever. The point is simply that without level based scaling, it is too mathematically hard to make something that is only 2 levels stronger than 'the average' actually not feel 'very much the same'. That was the real reason, I feel, that I could kill 8+ mobs solo in Alpha-1. It was definitely MORE dangerous, stats alone will do that, but it doesn't require adaptation.
As for how this relates to your topic, therefore, and Strevi's point...
Depending on which of those is true, and the way Gear gives survivability, the gap between high and low level players will either be large, or clamped to be small with no corresponding similarity in PvE. I guess Ashes could be one of those 'you can play solo up until level 30 but will not really survive/manage to level solo after that', though.