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Feedback & Suggestions
new purge makes duels too one sided.
5 replies · 106 views
having to wait for purge to have any chance is not fun.
let have a realm ability to deal with physical stun exclusively. to avoid any issue with group play make it impossible to get determination on top of it.
let have a realm ability to deal with physical stun exclusively. to avoid any issue with group play make it impossible to get determination on top of it.
The game isn't going to be balanced around duels. You're going to have to accept that reality.
It's actually the opposite.
In fact, let's eliminate everything that isn't "balanced". Melee damage variance, my opponent having his RAs up but not me, real RNG, etc. What remains exactly? Well, two things: The player's individual skills and his class' abilities / stats. Now, let's assume the players are of roughly equal skill. Well, then it all comes down to which class has the best stats, the best spells, the best styles, and so on.
If you're at this point, you've just created the need for class symmetry (can't really allow one realm to have unique abilities) and complexity (classes will need more abilities to allow skill expression to shine), and this is a huge design shift.
1.65 isn't really meant to be balanced. Instead, it achieves an illusion of balance by having high RNG, long ability cooldowns, fast time-to-kill, and so on. Because even if you're bad as a player, or if this is an unfavorable matchup, you might get a bit lucky, or your RAs might be up but not your opponent's, and it might be enough for you to win. Of course, some match-ups are still very skewed, but that's the rough idea.
Attempts at "balancing" 1.65 implies taking the same path live DAoC did and losing some of what makes DAoC classic "classic". And this causes a bit of an identity crisis. What is Blackthorn supposed to be?
Note: The STAFF tag is a lie. This is only my opinion, not the staff's. And ultimately I have no power over what I just talked about.
In fact, let's eliminate everything that isn't "balanced". Melee damage variance, my opponent having his RAs up but not me, real RNG, etc. What remains exactly? Well, two things: The player's individual skills and his class' abilities / stats. Now, let's assume the players are of roughly equal skill. Well, then it all comes down to which class has the best stats, the best spells, the best styles, and so on.
If you're at this point, you've just created the need for class symmetry (can't really allow one realm to have unique abilities) and complexity (classes will need more abilities to allow skill expression to shine), and this is a huge design shift.
1.65 isn't really meant to be balanced. Instead, it achieves an illusion of balance by having high RNG, long ability cooldowns, fast time-to-kill, and so on. Because even if you're bad as a player, or if this is an unfavorable matchup, you might get a bit lucky, or your RAs might be up but not your opponent's, and it might be enough for you to win. Of course, some match-ups are still very skewed, but that's the rough idea.
Attempts at "balancing" 1.65 implies taking the same path live DAoC did and losing some of what makes DAoC classic "classic". And this causes a bit of an identity crisis. What is Blackthorn supposed to be?
Note: The STAFF tag is a lie. This is only my opinion, not the staff's. And ultimately I have no power over what I just talked about.
I like this. You quite eloquently said what I was trying, and bumbling, to say on discord a few days ago. This is what lead me on somewhat of a rampage (it wasn't really, but some people thought it was) about custom changes being oddly implemented in my opinion for the sake of "balance" or allowing specific styles of gameplay to thrive or to not. Cheers for this, there is hope that we can keep the game "unbalanced" for the sake of classic daoc.bm01 wrote:It's actually the opposite.
In fact, let's eliminate everything that isn't "balanced". Melee damage variance, my opponent having his RAs up but not me, real RNG, etc. What remains exactly? Well, two things: The player's individual skills and his class' abilities / stats. Now, let's assume the players are of roughly equal skill. Well, then it all comes down to which class has the best stats, the best spells, the best styles, and so on.
If you're at this point, you've just created the need for class symmetry (can't really allow one realm to have unique abilities) and complexity (classes will need more abilities to allow skill expression to shine), and this is a huge design shift.
1.65 isn't really meant to be balanced. Instead, it achieves an illusion of balance by having high RNG, long ability cooldowns, fast time-to-kill, and so on. Because even if you're bad as a player, or if this is an unfavorable matchup, you might get a bit lucky, or your RAs might be up but not your opponent's, and it might be enough for you to win. Of course, some match-ups are still very skewed, but that's the rough idea.
Attempts at "balancing" 1.65 implies taking the same path live DAoC did and losing some of what makes DAoC classic "classic". And this causes a bit of an identity crisis. What is Blackthorn supposed to be?
Note: The STAFF tag is a lie. This is only my opinion, not the staff's. And ultimately I have no power over what I just talked about.
Classic was actually balanced around 16v16. In alpha or beta they decided that group size of 16 was a bit overwhelming and cluttered so they reduce group size to 8.
Daoc is rock paper scissors, daoc live or WoW may be what your looking for.
