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2/23/13 2:14:05 AM#101
Originally posted by bliss14 You smack someone in the head with a blade, their head will fall off, they won't get a concussion. Since ultra-realism wouldn't work, you gotta make concessions. For instance, games will assign different affects to weapons, such as bleeding dmg from blades and stuns from blunt weapons. DAoC took things a step further by giving armor weaknesses and resistances to certain weapons and by balancing weapons by reducing their damage the faster the swing speed is and visa versa. Although we're entirely off subject here I realize. |
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2/23/13 2:20:51 AM#102
True balance would be boring, but it's also impossible unless every class can only do damage or heal. As soon as classes have CC, escapes, stealth and other such abilities it is simply impossible to truly balance the game, at which point the devs can either aim for a rock/paper/scissors approach or simply get them as close as they reasonably can. If there is one thing I hate to see when it comes to class balance though it's homogenization of classes simply to make the devs job easier. It removes any variety in combat which ultimately makes things boring quickly. |
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2/23/13 3:26:53 AM#103
The only class balance should be based on *enjoyment*. As long as a class is the favourite of a minimum percentage of the player base (c. 5%?) and less than some maximum percentage (40%?) then it's balanced.
If too many players (30-40%?) don't have any favourite classes then the classes suck.
Perfect class balance would be where most players (60%+?) had 3+ favourite classes and couldn't decide their number one. |
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