13 Nov 2008 at 17:18 - 53
Balance is the ability to have many viable builds and tactics in a given scenario. Viability is the key. If you have two different ways of doing the same thing, and one is clearly better, then the other is not viable. Perhaps the most direct comparison would be Swords vs Axes.
Take the example of: Eviscerate, Executioner's Strike, Bull's Strike, Frenzy, and a stance speed buff. The other three slots could be for Shock, a Res signet, Adrenaline gain, or some other utility (Power Spike or a different type of snare for example). Sword warriors have nothing to compare to the Axe's two-hit spike of Evis+Exec. To deep wound, they need to cause bleeding, and to do as much damage, they need more than the +40 that Galrath can give them. Besides, by that point you're on your third hit of your inferior spike. Inferior, in terms of viability. Final Thrust is not viable, because of the huge adrenaline cost and loss it causes. Mind you, the Sword can do a handful of other things pretty well, like a Conjure Cripslash, but it doesn't have anything on the power of Evis + Exec + IAS.
There are also some base tenets that are rooted in GW's "have fun now" philosophy. Same-profession spike teams are not fun to play against. Whiffing with your weapon is not fun, and trying to punch a rock (smite balls) is not fun. There are plenty of other things that aren't fun to plenty of folks, which motivated some changes in GvG (aggression), and HA (map rotation).
I generally dislike the RPS comparison, because it's too simplified, and just not a good example. Skill should always be the main decider in the game, however, you should have the opportunity to show skill in three categories:
1) Skill in playing your individual role
2) Skill in playing your team role
3) Skill in choosing and building your skill bar
1 is knowing what you are capable of, 2 is capitalizing synergy, and 3 is where viability in skill selection is key. Something like a team split scenario in a GvG is a really great way to show versatility. If you know how to split successfully, you can easily beat well over 75% of all teams in the game.
So that's what's going through my mind. Here's my list of changes:
Overall changes:
-Whenever a creature is hit by more than one instance of a skill being used within two seconds, the second hit and following hits does only 50% damage.
-Skills like Earth Daggers, Deadly Daggers, and Dual Strikes type skills are modified so that each hit in the skill bundle is considered to be a unique skill, that is, they work as they did before the aforementioned change.
-Health degeneration is now based on a percentage of your health. 1 pip is equal to 0.4% health lost per second. This means that characters over 500 HP take slightly more damage from degen than they did before. Instances of positive health regeneration will heal for the same amount it does now (that is, 2HP per pip per second). Stacking degen and regen works the same it always has.
Assassins
-Shadow steps now work like movement that is 250% faster and you cannot be body blocked, start moving towards to your opponent/ally for 2 seconds, and ends when you are adjacent or you have moved to a point over an earshot's distance from your starting location. This will prevent jumping ledges, and Recall abuse.
Paragons
- All shouts and chants last for as long as their recharges are, they don't end until this time is up, and new copies of the same chant or shout can't overwrite the older copies. For example, one (PvP) Song of Restoration lasts 30 seconds. You gain the health from it once, when you use a skill, and it doesn't end until the 30 seconds are up. This means that only one copy of any one chant on a team is useful. A second copy would be wasted. In addition to this change, all chants are given a healthy and significant buff to their viability. (For example, Song of Restoration can be made 10/1/15, and "Incoming!" can be a targeted shout with nearby range with a 3 second duration and 15 second recharge) This will improve Paragon's in a team role, without re-introducing Zergway (a team of 8 invincible paragons).
- Echoes are reworked to have lower costs, but only a set number of triggers for those that give a benefit on chant or shout end (Finale of Restoration and Zealous Finale)
Necromancers
-All "Life Stealing" effects found in spells now do armor-ignoring shadow damage in one step, and heal the caster in a second step. This solves the long-standing blood spike problem where damage cannot be effectively mitigated in a spike by fast-casting enchantment spells.
Ritualists
- Spirits like Union and Shelter get lower costs and longer lives, but are strictly limited to earshot range. This is intended to re-introduce viability.
- All spirits have lower armor and take double damage from shadow, holy, and chaos damage, but are easier to cast and maintain. This can be tied to Spawning Power. This change is intended to help certain professions be more effective against spirit spam.
That's a quick summary. In general though (especially for Warriors and Elementalists) more skills need to be made with more versatility. The changes to Rust were excellent, that is, a skill with a very narrow scope was given more viability by adding good enough damage to be used anyways with an effect that is weaker but very worthwhile. Cracked armor on Lightning Orb was really smart. For a Warrior example, take Skull Crack, lower its cost, have it cause short-duration blindness on attacking foes, and give a partial adrenaline refund if you end up not causing daze. Now the skill is more viable in more situations. For a skill like Mind Burn, make it cause exhaustion only if the target is already burning. Now it's useful for a healthy dose of damage, but can't be spiked by a team. Again, with a Warrior and Soldier's Stance, just add an unconditional 25% speed boost. Make it both worth an elite and the team synergy needed to make it work proper.