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Incorporating party class balancing considerations into design of new instances and bosses

bolt#9204 bolt Member, NW M9 Playtest Posts: 88 Arc User
Hi All,

I have not been onto the preview shard as I prefer to be surprised by new content however I applaud people that do as they help test and iron out obvious bugs to the benefit of everybody. I just want to make a request to developers regarding boss and mob abilities in new instances. The request is to design the challenges in instances to make them solvable by a party with as diverse a mixture of any classes as possible. In the tomb of annhilation control wizards have a particularly hard time getting invited to parties imho because the preferred composition to survive and get through the instance in the shortest time was Pally, GF, 2xCleric and one other dps, so competition was high for that last spot for the other dps or support classes. One way of thinking about this is that instances should be challenging (we all like that) but there should be none where it is a neccessity or significant advantage to have 2 of any particular class to defeat mobs or a particular boss. The challenge should come from providing a mixture of balanced boss abilities that require strategy to overcome using abilities of NW classes in a combined and balanced way. I know this approach is much harder to support through design than simply upping the HP of mobs and bosses but please give it some thought.

Comments

  • clericalistclericalist Member, NW M9 Playtest Posts: 595 Arc User
    howardb55 said:

    The challenge should come from providing a mixture of balanced boss abilities that require strategy to overcome using abilities of NW classes in a combined and balanced way.

    I have been wishing this for years now, I don't even know why this is such a hard idea for them to implement.

  • bolt#9204 bolt Member, NW M9 Playtest Posts: 88 Arc User
    Hi Guys, nice to know there is some support for the idea I don't expect anything to change rapidly but maybe raising it persistently is a start and if not well there are plenty of other games in the sea :)
  • lukejones77lukejones77 Member, NW M9 Playtest Posts: 282 Arc User
    Howard, it's just plain bad.
    Mod 12 was bad, and the gap widened even further for mod 13.

    Go run HEs in Omu with ACT, and be amazed at how GFs, HRs and particularly GWFs embarrass you.

    Worse yet, until now the DPS CW was struggling as a class virtually untouched by DEVs for over 2 years. Now, they nerfed our entity procs, gave back SpellStorm crits that they took away years ago because of the now defunct Lostmauth set, but then decided to nerf that by 30%.
    They had us in the ditch, and made darn sure we stayed there, as they boosted GWFs.
    It's deliberate - not just a case of never getting around to touch up the CW.

    We're still at levels of CWs being 5% of players in TONG, and they're generally support MoF rather than DPS SpellStorm.

    I can't make sense of what they're doing, or find any reason to think that the situation will get any better.

  • rjc9000rjc9000 Member, NW M9 Playtest Posts: 2,405 Arc User
    howardb55 said:

    Hi All,

    I have not been onto the preview shard as I prefer to be surprised by new content however I applaud people that do as they help test and iron out obvious bugs to the benefit of everybody. I just want to make a request to developers regarding boss and mob abilities in new instances. The request is to design the challenges in instances tb In the tomb of annhilation control wizards have a particularly hard time getting invited to parties imho because the preferred composition to survive and get through the instance in the shortest time was Pally, GF, 2xCleric and one other dps, so competition was high for that last spot for the other dps or support classes. One way of thinking about this is that instances should be challenging (we all like that) but there should be none where it is a neccessity or significant advantage to have 2 of any particular class to defeat mobs or a particular boss. The challenge should come from providing a mixture of balanced boss abilities that require strategy to overcome using abilities of NW classes in a combined and balanced way. I know this approach is much harder to support through design than simply upping the HP of mobs and bosses but please give it some thought.

    I wouldn't actually mind seeing more dungeons like this.

    However, realistically speaking, I can't see this happening due to the constraints on the dev team.

  • bolt#9204 bolt Member, NW M9 Playtest Posts: 88 Arc User
    edited March 2018
    Well the alternative is pretty horrible, cw's just give up and play another class that at least allows them access to dungeon groups on a regular basis so they can update their armour and weapons. I stress however as a cw I am biased but really the issue of class balance in dungeons seems to be something that is shared by all classes at one time or another, its almost like the approach is to take turns to nerf a class then boost them up when it gets too bad rather than tackle the problem head on for ALL classes by design. Anyway enuff whinging :)
  • kangkeokkangkeok Member Posts: 1,123 Arc User
    edited April 2018
    These is exactly what i m saying 3mths ago before i gave up and take a break from the game. Class balance and dungeon design are so bias and unbalance that they are costing peoples fun in the game. And yet, at that time, there are so many players that are not affected by the inbalance issue because they are playing fotm class, either deny this or go against class balancing. I tried to come back to this game but every time i m in character screen, my heart feels heavy to click the play button.

    Also to be real fair, developer should stop asking player to solve their problem in class balancing because most of the time it isnt really honest. Instead, Developer should ask themself everytime they try to fix class balance, How does it feel like to play X class on X paragon or X tree path as a player. Does it contribute fairly in group content? Or does it over contributed that it spoil the fun of other class. Repeat these question on each and every class, paragon and class tree path to get the feel on which is inbalance and report back to the team to solve it. Do not let ur personal favouritsm cloud ur judgement during the test or its all for naught.

    * oh btw, contribution doesn mean dps. It could mean crowd control, tanking, support etc, anything that is contributing to make the run easier.
    Post edited by kangkeok on
  • bolt#9204 bolt Member, NW M9 Playtest Posts: 88 Arc User
    haha Kang thats a ridiculous coincidence I took a break also and came back had a real struggle getting into TONG groups had to respec away from dps because there was no way I could match the dps as a guardian fighter in TONG so went Rene buff/debuff but now I have heard that using combustive action with oppressive force actually debuffs the cw by 20%, have you guys heard that or is it just a rumour?
  • midental#5256 midental Member Posts: 136 Arc User
    Damage done by GF is insane. There are 2 solutions. 1) Nerf this insane damage or 2) make boss not possible to one shotting them like Nostura in MSP. Now party, specially for speed runs, are composite only by SUPPORTS -_-"........
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited April 2018
    If you throw tons of dps multiplier into a game wich stack with each other there is no cure.

    You need to flat out those buffs, prevent them from stacking, like "If I use my Crytal, I can´t be wheeled any more" and "If I get ITF buff I can´t get PoP or anything else on top".
    One active dps buff (chose ITF, HG, TI, PoP etc.) and slot other encounter if HG picks the crown in your group.
    One statbuff, let´s say like Chaos magic.
    Stop insignia from stacking- Shepard´s devotion.. 100k movment lol.
    Stop Insignia from syngerizing with buffed power recovery 40k, thank you..
    One powerbuff like AA or OP´s buff not both.
    Let debuffs stack like they do.

    If you would follow that road the classes and the game would get back into normality and maybe classbalance too. You would not see 100% buffruns everywhere, stacking buffer in all 5 men groups etc.
    ... adjust boss HP and incoming damage.
  • vordaynvordayn Member, NW M9 Playtest Posts: 1,283 Arc User
    edited April 2018

    If you throw tons of dps multiplier into a game wich stack with each other there is no cure.

    Hi @schietindebux, I think this is the answer.

    Multiplicative buffs on a high base damage. This does away the need for anything else.
    howardb55 said:

    The challenge should come from providing a mixture of balanced boss abilities that require strategy to overcome using abilities of NW classes in a combined and balanced way.

    Sadly, if one can defeat a boss through pure brute force, why is there a need to learn mechanics? If the devs would look at the reasons for the ability to gain such brute force, then they may be on the steps to balancing it.
    Vordon CW        Vordayn DC        Axel Wolfric GWF        Logain SW        Gawyn GF        Galad OP        Aspen Darkfire HR        Min TR
  • midental#5256 midental Member Posts: 136 Arc User
    Prevent one shotting i think is the way. Introduce some mecchanincs that make not possible massive damage and that's it.
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