Post by Azherae on 2022-12-12 22:56:09
Most of this would work for a different game (Ashes has some breakpoints that cause two of your 'assumptions' to falter, before we even start to think about the actual mechanics of their combat).
idk if you value my experience much, but at the very least, you can bounce stuff off me.
If you want to 'consider balance for Ashes' though, as we understand it to be, you would have to drop the concept of assigning a balance-able value to CDR because of the way that works in group play, and start from the 'outcomes desired' side for that one.
Similarly, remember that even if you turned their Augments system into a pure skill-point thing (which at the moment, it actually is explicitly NOT), you would have to account for Social Orgs and similar Augment rewards, which doesn't work as cleanly. Right now, being able to think of it more like 'slots' is the 'safer' method for the 'Augment'/'subclass' part of the spec.
Finally, there would need to be a diminishing return or rising cost on the concept of assigning the same debuff type to every ability in your kit, even if it didn't stack for this to work as an MMO balance scalar. This isn't usually obvious because MMOs are actually the ONLY competitive game type that usually seem to require this due to their high number of available abilities.
Overall, (in all arrogance) you have a solid understanding of the starting points you'd need to get good balance on something, but you're lacking some fundamentals that take a while to learn without getting to actually test your concepts on a live 'audience'.
idk if you value my experience much, but at the very least, you can bounce stuff off me.
If you want to 'consider balance for Ashes' though, as we understand it to be, you would have to drop the concept of assigning a balance-able value to CDR because of the way that works in group play, and start from the 'outcomes desired' side for that one.
Similarly, remember that even if you turned their Augments system into a pure skill-point thing (which at the moment, it actually is explicitly NOT), you would have to account for Social Orgs and similar Augment rewards, which doesn't work as cleanly. Right now, being able to think of it more like 'slots' is the 'safer' method for the 'Augment'/'subclass' part of the spec.
Finally, there would need to be a diminishing return or rising cost on the concept of assigning the same debuff type to every ability in your kit, even if it didn't stack for this to work as an MMO balance scalar. This isn't usually obvious because MMOs are actually the ONLY competitive game type that usually seem to require this due to their high number of available abilities.
Overall, (in all arrogance) you have a solid understanding of the starting points you'd need to get good balance on something, but you're lacking some fundamentals that take a while to learn without getting to actually test your concepts on a live 'audience'.