Post by Ludullu on 2022-06-07 12:38:19
You could have diagonal progression and built balancing off of that. You get marginal vertical growth in gear stats when you go up in tiers, but the horizontal stats on gear change from set to set, and you develop bosses/mobs according to that gear's acquisition.We have not received permission from Noaani to share the quoted post.
Say you have a stun-protecting set at tier 2. And it has 100 m/p def/mitigation. And you have classes with stuns get most of their stuns at the lvl of gear tier 2 farming, so they're not OP out of the gate. And you have mobs with stuns on this tier.
Then a tier 3 set is a fire-protective one. It has 120 m/p def/mitigation. Classes that got their fire before this would be now weaker, once the majority of people acquires this set. Mobs at this lvl tier would run around lava locations or would just be more fire-based. And bosses would have both stuns and fire, so, depending on your party composition, you'd choose what set is better to go against that particular boss (depending on his atk, elemental attribute or stun frequency).
Tier 4 could be anti-ice with 140 stats and tier 5 anti-dark (corruption) with 160 stats.
Either way, I think you get the idea. You can still have gear that doesn't vary too much in its stats (which keeps pvp somewhat fairer), while you still have gear-dependent difficulty in pve and RPS counters to classes with different sets. Diagonal design