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7/02/08 3:51:11 AM#21
Of course one great way to have complete balance is a skills based system where charcters can pick there skills freely. Of course some builds will become popular and you would have to balance (nerf) certain skills but as stuff is available to all characters that isn't so much of a problem. Rock paper scissor only works if each player has access to all 3 pieces. Less than that makes for a much more one dimensional game. |
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7/02/08 11:01:51 AM#22
That list doesn't look balanced. Tanks: Strong vs 6 classes, weak vs 10 classes Melee dps: Strong vs 10 classes, weak vs 8 classes Ranged dps: Strong vs 6 classes, weak vs 6 classes Melee healers: Strong vs 6 classes, weak vs 6 classes Ranged healers: Strong vs 6 classes, weak vs 6 classes
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7/02/08 4:17:42 PM#23
People seem to forget the one thing that separates DAOC era Mythic from WAR era Mythic... the acquisition by EA. Putting aside the usual but well deserved "EA = Evil Empire" rhetoric one of the many things that Mythic's producers and designers have cited as having a massively positive impact on their ability to produce WAR since the buyout is their access to EA's Q&A dept. and its powerful software tools and metrics applications. With EA's software and metrics the daunting task of getting a handle on WAR's classes (and any other content) has gotten much easier for Mythic. Thanks to EA (did I just write that?) class balance in WAR is now far less problematic for Mythic. It is reasonable to say that EA's Q&A assets will certainly allow for greater turnaround time when addressing critical issues. |
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Wizardry
Advanced Member
Joined: 8/27/04
Remove quests,bosses and trigger them back in is called Dynamic events now?lol..i think not. |
7/02/08 7:55:08 PM#24
is my math wrong? i saw WEAK to range dps twice and same goes for melee dps.IN contrast i only saw WEAK to once for the other classes.Looks to me like range dps and melee dps have more advantages than the other classes. http://www.youtube.com/user/Napolianboo#p/u/15/rCYLLQCNc1w |
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7/02/08 9:38:23 PM#25
Originally posted by Omnachine
There were 3 classifications, not two, and the balancing was consistant between the general types. The only imbalance being that there are more ranged healers than melee healers. Also, you will only be opposed to 12 classes, not the 18 you are claiming for melee dps. 4 of those fall under the even catagory, 3 under strong vs, 5 under weak vs. Those numbers are reversed for melee dps, with the effect that people taking ranged are still making the trade off of being strong vs one archtype at the expense of being weak vs another. Those taking melee dps so they can take advantage of the fact that there are more ranged healers than melee healers are probably going to the same ones that scream when they get owned by tanks. In either case, a well constructed and played group is going to own. Any fool can criticize, condemn and complain and most fools do. |
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7/04/08 9:26:30 AM#26
Outstanding. As with DAoC this system lends itself to Elite play, meaning players will HAVE to Know how to run their (and others) race/class if they hope to succeed at the high level "metagame". Hard to explain if you haven't experienced it personally but there truly is a dramatic synergy that takes place in a party who knows their chars. I lucked out and was part of such a guild in DAoC and was genuinely amazed sometimes at what a party could accomplish, it was like this well oiled killing machine that effortlessly blew through opponents far above the party's level. Contrast that with -identical- random pickup groups who struggled just to defeat evens and mostly ended up getting everyone killed. |
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7/05/08 3:50:23 AM#27
I like the way these developers think. Especially the way they make taunt useful in PvP. Im not usually a fan of class based games. But i might actually give this one a try. |
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7/06/08 1:53:17 AM#28
All that sound so good to me . I believe the classe will be very close to balance and .. healer are not weak againts ranged dps ! |
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7/06/08 5:12:06 PM#29
Originally posted by Flummoxed
Yes it was quite something. Early in the games life the exp grind towards the end was horrendous though with a tight knit group tackling tough encounters you could partly mitigate that. Puts you in good stead for the RvR. Happy days. |
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