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#872486 Giant concerns and suggestions

Posted by Torakx on 09 June 2014 - 22:21 in Suggestions

Ah well..... if no version of assassin builds is able to take on or ambush kill this pvp priest build, then the PVP game is indeed broken.
Would penalizing the healers mana make much difference to them? Or can pots and regen make up for debuffs on that side of things?
It might be that the population of preists on the server is too low and this is a technique used toencourage more priests to be rolled.
I personally don't mind support classes made easier for PVP if it means I get to team with more healers.
But there is limits and balances needed.
I am sure the devs see all these issues.
So, hopefuly the community can offer enough ideas to increase the chances of a balanced game.

 




#872466 Giant concerns and suggestions

Posted by Torakx on 09 June 2014 - 19:43 in Suggestions

Hi,
This is my first post on these forums.
I'm also only playing about 2 days and only lvl 10.
I do have a ton of experience in mmorpgs and also a budding game developer too.

Nearly all the mmorpgs I played (I am all about the pvp) has experienced issues with OP healing/tank classes in pvp.
Here are some of the solutions I came across.
PVP effects added to normal skills. When used on players, has extra effects over use on mobs.
An assassin might have a few extra stuns atached for example and in these battles against an OP tank using heals etc, a few well placed stuns would assist the team in taking them down. Of course the stuns would need to lock skill use for a time too.

Or a priest might have a skill that prevents others fromgettign heals for a time.

The problem with mmorpgs and pvp I thnk, is that you will never find a true balance.
If you did, maybe it would just be boring.... My enjoyment in PVP is being able to take out of of these easy classes, with a more difficult, but fun playstyle.
The closest I have seen, is the above fix, where skills have added or different effects in PVP.
Even then, the result can be a rotation of classes being OP, and I believe this also helps with keeping the game "fresh".
A new update comes out to give love to the underplayed classes and the population of that class goes up.
This is a way to maintain even populations as you try to balance out classes.

Generally speaking, in mmorpgs and with PVP in mind,
Healer =  team heals,AOE DOTs, Debuffs.
Tank = high def(usually with layers defence or shields), slow high dmg, knockback, aoe stun/CC.
Mage = AOE dmg, Aoe CC, Sleep/Mezz single(slows casting in PVP).
Ranger = Single range dmg, snares Aoe and single, Speed buffs?
Assassins = Single melee dmg, stuns and snares, stealth and speed buff.

In my view, each class without heals should have at least 1 stun. Because if you are fighting a healing class like a priest, they usually survive by either having enough mana to heal constantly or having enough hp to survive spike dmg.
The answer to the problem of the healing tanks, is to dmg them down enough for your spike dmg(alpha as it's been called from my experience) to finish the job and so each class having this problem needs a stun skill in order to time this alpha with the big healers.

In the scenario stated in the original post about 5 people trying to kill one player, I must presume its a kniht or more likely a priest spamming heals and pots.
In that scenario I would hae thought an assasin with stuns and dmg aided by a snare or two should do the job in quick time.
I haven't taken the time to go through all the skills yet, so forgive me if some of this stuff is already in place.

By the way devs, the game is good :)
I found it a little difficult to get to level 10, as in slow.
The balance on pots and healing between fights is acceptable considering it's F2P atm.
I think mainly I found it difficult, in that, I am forced to quest to level in any good time and this is extremely boring for a pvper like myself.
So I have been grinding solo between access to new dungeons and main quests.
With user satisfaction in mind, it could be a bit faster a leveling experience up to 1/4 of the way to cap and then tail off more sharply(if it doesn't already).
That balance is one of the most important things to get right.
Too difficult at the start and the user base drops or stays low.
Too difficult at the end can cause other long term issues(but not so serious as the lower level user base)Possibly losing paying customers, that 10-20% of the user base for most F2P MMORPGs.
At each place there is a noticeable slow down in reaching the next levels, the game must broaden out.
Which can help with balancing PVP skills.
The pvp ranges can be set to the levels that need broadening. So while more people reach these level ranges and slow down to grind levels, they will also be in the right range for pvp.
An example.
One pvp range could be lvl 30-39. If the leveling is not so slow going from 1-30, but tails sharply here to slow down leveling. There will be a sort of bottleneck of lvls 30-39 gathering after a while. This is broadening the pplayerbase and a good place tobroaden the game itself. This could be the home of the F2P users. Who enjoy the game enough to populate the servers, but on average not enough to move out of the 30-39 range.
For this reason I like the idea of locking XP gain.
It will allow you to have F2P users who will stick around longer and create communities.
Or whats known as twinks in MMORPGs. PVP characters specced out in the highest gear to stay at a certain level range.
PVP skills should be considered then to compliment this phase between 30-39. With level 40 giving a powerfull new skill and setting the grinders reaching 40 into the new pvp category 40-49. The idea being all classes at the lower level of their PVP range gain their stronger skills early in that range, giving them the best chance against higher levels in their PVP range.

Just my opinion in the end.
Maybe it will spark some ideas.


 



 





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