PvP balancing done right - by blizzard

Post by Marzzo on 2022-06-01 17:47:17

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Post by Ludullu on 2022-06-01 18:11:37

While I agree with what Hailee said, this kind of "balancing" was present in L2's updates over a decade ago. Except it was a choice. You're enchanting your class skills? You can add pvp dmg, base dmg or some other horizontal enchant (usually elemental). So I don't see why Intrepid couldn't have one of the options for skill point attribution be "this skill hits stronger in pvp". And now instead of changing a whole damn class, you give players the option for what they want to excel at in the game.

Here's a crusty video showing the process (it's from a private server so you go to the max enchant from just one book, so disregard that part)
https://www.youtube.com/watch?v=rpc54HnXvm0

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Post by Azherae on 2022-06-02 12:55:44

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This one reminds me to once again ask if one has time to discuss our lord and MMORPG Saviour the Tactical Point Gauge . (This isn't a response to you, George, I know you have nothing to prove).

FFXI does not have much PvP, but if we reference just the idea that a class needs to do more damage in PvE but not outside of it, the TP Gauge and the associated 'Skillchain' system works double shift.

A 'Skillchain' is simply 'your special attack which uses Gauge followed mine of a specific property and now does additional separate multiplied damage'. This has rippling effects.

1. Classes that are meant to do big DPS have to wait until their Gauge is full or strategically fill it before a fight, while still being mechanically strong DPS.
2. Classes can be desired for their ability to 'open' and 'close' Skillchains regardless of their individual damage as long as it is helpful for them to gain TP Gauge, making DPS more varied (e.g. Monks and Ninjas do not 'Skillchain' together easily, so a Monk is not a preferred DPS when you have a Ninja already, even during those times when they would have high solo DPS).
3. In 1v1 PvP, only the Weapon Skill balance matters. Bards and Mages can have 'weaker' Weapon Skills normally used to 'open' Skillchains, heavy hitters can have 'stronger' ones (this is more complex based on stat builds that you could move around). With no 'Skillchain' damage to worry about, you can balance this more while still having extra 50-100% Skillchain damage for coordinated PvE.
4. The RP is slightly cooler. Repetitive, sure, but 'lining up the Skillchain', 'looking for the timing where nothing will interrupt it', choosing the right one based on the situation and which two party members are 'ready', etc.
5. Stat multipliers and attack buff skills are ALSO temporarily '50% stronger' even if they are short lived, an ability may be activated 'before closing the Skillchain' to maximize damage, particularly if the game actually compares attack vs Defense or has things like 'your next hit ignores 50% of enemy Armor'. Against strong enemies this can result in a 100% damage increase to the skill, and therefore a 100% increase to the Skillchain, creating a difference of 150% more damage to the skill 'As a closer in PvE' while rewarding anyone who can successfully do it without being stopped or disrupted in PvP, but normally they just get 'more damage vs Tanks' and 'the standard bonus with no Skillchain'.
6. Enemy Tanks in general can have higher mitigation and still be balanced, as they're the class most likely to actually stand there long enough to either get hit with a Skillchain, or stand there long enough for attackers to build the Gauge.

Anyways while I'm on the subject of FFXI and Healers, I randomly offer the glory of https://ffxiclopedia.fandom.com/wiki/Noble's_Tunic .

Gimme! I don't care if I have to fight the Ashes equivalent of King Behemoth 20 times and then gather materials for another 10 'Horizontal' enchants. (Out of respect for the Goddess of Creation I will not fight any Suzaku unless requested),

Post by Ludullu on 2022-06-02 14:48:09

We need a contrarian mmo! (if there isn't one already) Healer's healing depends on his dps. Tank's tanking depends on him buffing everyone else. DPS' damage depends on how much damage they themselves took.

The fight interaction would be smth like this:
  • the healer class DPSes the boss, which cuts off chunks and sprays blood from the boss opposite to Healer's location
  • Whoever stands opposite the Healer gets mob guts and blood all over them, which agroes the boss onto them
  • DPS classes would have to keep their position opposite the healer, while healer's gotta move himself due to boss mechanics and because his skills do biggest dmg to the boss' sides
  • In order to properly control/buff DPS classes' output, the Tank will have to give out proper rotations of dmg mitigation and enhancement buffs, while not getting blood/chunks on himself, cause he's a stickboi who'd immediately die from one hit
  • All of this is happening under the usual environmental hazards and all that other shit from pve fights in other games

The healer is doing damage instead of the usual "click heal to be useful", the tank is buffing and avoiding any dmg instead of "stand in one place and take all the damage", the dps are taking all the damage instead of "DON'T FUCKING STAY IN THE RED, YOU DUMBASS!! @# ! @$&quot ;

Post by Azherae on 2022-06-02 14:58:38

We need a contrarian mmo! (if there isn't one already) Healer's healing depends on his dps. Tank's tanking depends on him buffing everyone else. DPS' damage depends on how much damage they themselves took.

The fight interaction would be smth like this:
  • the healer class DPSes the boss, which cuts off chunks and sprays blood from the boss opposite to Healer's location
  • Whoever stands opposite the Healer gets mob guts and blood all over them, which agroes the boss onto them
  • DPS classes would have to keep their position opposite the healer, while healer's gotta move himself due to boss mechanics and because his skills do biggest dmg to the boss' sides
  • In order to properly control/buff DPS classes' output, the Tank will have to give out proper rotations of dmg mitigation and enhancement buffs, while not getting blood/chunks on himself, cause he's a stickboi who'd immediately die from one hit
  • All of this is happening under the usual environmental hazards and all that other shit from pve fights in other games

The healer is doing damage instead of the usual "click heal to be useful", the tank is buffing and avoiding any dmg instead of "stand in one place and take all the damage", the dps are taking all the damage instead of "DON'T FUCKING STAY IN THE RED, YOU DUMBASS!! @# ! @$&quot ;

Man, I need more people to play FFXI...

Honestly the only reason I'm here is because I know Jeff did and even if he's gone, I must annoy people with this!

But yes, we have this game already. Not as 'extreme' as this, lol, but this playstyle is a thing.

Post by PenguinPaladin on 2022-06-02 14:58:40

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Post by Ludullu on 2022-06-02 15:50:52

Man, I need more people to play FFXI...

Honestly the only reason I'm here is because I know Jeff did and even if he's gone, I must annoy people with this!

But yes, we have this game already. Not as 'extreme' as this, lol, but this playstyle is a thing.
Yeah, I've heard a lot of good things about FF11. Wish I'd played it back then.

Post by Dygz on 2022-06-02 15:59:58

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Post by Dygz on 2022-06-02 16:02:00

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