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nemecis

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1

Wednesday, November 17th 2010, 8:54pm

How I'd fix the World!

How I would balance ROM:

Preface
Balance in ROM cannot be achieved through merely class/skill balancing. This is where most people place the blame, where most attention is paid, and ultimately where it fails. It fails because balance must consider PvE (how classes perform with one another), PvP (how classes perform against one another) and mechanics (how stats influence character development, how damage/healing are calculated, how content is designed as a whole).

As a result, this will be a broad analysis of ways I think the game could be changed that would help achieve true balance in ROM.

A) No more Mdam/Pdam - everything based on %DPS

here's the rub, it is very difficult to maintain balance when different classes use different mechanics. The distinction between physical and magical damage needs to be removed. While this may seem drastic, hopefully after reading this post you'll understand why / how this is necessary.

If we remove the distinction between Mdam and Pdam, we can more easily balance skills in this game to deal %based damage. It is very difficult to compare Shot to Fire Ball since Shot is %DPS based (Pdam/Speed) and Fire Ball is value based (Xdamage).

If we remove this distinction, Shot and Fire Ball could more easily be balanced since we're no longer comparing apples to oranges, but using a standard measurement.

Furthermore, cast times and multipliers opperate differently then swing speed and speed enhancements. Speed enhancements double dip by allowing some skills (mainly auto attacks) to hit more frequently, and %dps skills to hit harder (since %dps is increased as speed is reduced).

Magic damage however, receives no benefit from cast speed modifiers, unless there is a cast speed. Even then, the multiplier remains the same, the only benefit is that the spells are cast more frequently.

This difference has helped create a large discrepancy between Mdam and Pdam. One major reason this distinction needs to be removed.

A second reason for this proposal is how poorly "hybrid" classes perform. By being forced to min/max and choose either Mdam or Pdam, hybrid classes don't get to experience the full utility of their builds.

W/M for instance has a mix of Melee and Magic damage attacks, they can gear for Pdam, Mdam or both. In every case they are inhibited by the limitations on stat stacking. With a finite amount of stats avialable, to compete with their peers they must sacrafice somewhere to deal competative damage. If we were to remove the distinction of Mdam vs Pdam, all their skills would become viable, and statting / gear decision would be made much more refined.

"What about refining bonus'?"
Refining your weapons would simply add damage (as it no adds either Mdam or Pdam, and in rare cases both), and +Attack (as it now adds +Pa or +Ma). Some items could refine to +CP if they are designed for healers.

"What about heals?"
Heals would also go by %dps, which would allow them to scale more appropriately with levels and content. Balancing would be easier to achieve as well. (easier to disuade GH spam)

"No more PA or MA?!?!?!? but I'm fully statted for X!!!"
I'll touch on this soon.

B) Dynamically Created Content

Historically ROM has had content that benefits one of two play styles exclusively. Either content has a considerable amount of trash mobs, and bosses spawn adds that require killing or CC, or content has few if any trash, and bosses generally require maximizing dps to over come.

Herein lies the greatest problem for class balance in PvE, people aren't stupid! Once we realize which of these 2 methods are necessary, we build parties that best suit the situation. From Clops -> HOS generally speaking you wanted at least 1 if not 2 Mages in your party. This was because they offered CC options for trash, and massive AoE necessary on some encounters or for faster trash clearing.

In Chapter 3 we were introduced to content that has little to no trash, or trash that seems insignificant, and bosses that can be burned down rather then requiring a strategy to overcome. As such Scouts are supremely suited for such instances.

Problem ... in both scenarios other classes are left feeling unwanted and useless .. they simply can't perform their function as well as their counterparts.

What this does is create a game with many combinations of classes, but only a select few are valued at a given time for end game. As such, one of the best selling features of ROM - DUAL CLASS SYSTEM - becomes pointless. Who cares about individuality and class options when only a handfull are wanted?

Class balance alone will not solve these issues. Content needs to be designed so that every class and every build has a chance to offer something to a raid (12+) or party (6).

Content that is created needs to include all of the following:

Trash / Adds - This assures AoE classes like Mages and Warriors are valued. These trash mobs should present enough of a challenge that AoE is necessary. A tank shouldn't be able to hold agro on all of them at once allowing single target dps the opportunity to pick them off at leisure.

Trash and adds need to present a challenge to the team and a threat that requires AoE to dispatch them quickly.

Croud Control (CC) - Similar to Trash / Adds, trash and boss encounters should require CC. All damage dealing classes have have their damage balanced around their ability to control an opponent. When only DPS matters, they suffer as a result. Content needs to include targets that must be controlled rather then simply killed.

Negotiator in Clops comes to mind as a prime example. For quite some time, this boss was impossible for any group that did not posess several CC options, because simply "burning" the boss was not possible (it is now with gear and level differentials making it so, but this serves as an @ level example).

This kind of encounter assures that those classes that offer CC are valued, necessary, and their lower DPS (which is balanced because they have CC) isn't a drawback.

This also includes Off tanking and Kiting. X/K is a popular sub class. Many would agree that taking more than 1 Knight in a party, sometimes even 1 Knight, is not necessary. Yet skills like Group Taunt, Holy Strike and Enhanced Armor are under utilized when off tanking is not a necessity.

Encounters that require the full attention of the Main Tank, and still present threats to the party, should be designed so there is a desire for builds/classes that are capable of off tanking or Kiting.

Movement - Encounters that force players to adjust their position are necessary to reduce the reliance on "burn" as a vialbe boss strategy. Sadly while these have become more popular with recent content, they benefit ranged classes that utilize instant cast attacks. These encounters need to be better designed to force players to pay attention not to the target, but the environment, but also to not negate the dps of classes that must be in melee range, or stand still casting.

C) Weapon Diversity
It's a running Joke with warriors that the only difference between an Axe and a Sword is aesthetics, yet one of their general skill is Axe! The distinction was clear in Open Beta where Slash (a key warrior attack) would only produce it's bleed effect while using an Axe. This distinction was removed and the necessity to decide Axe or Sword was largely removed.

I'd argue this is the case of most classes. the only reason we use weapon X over Y is because it's the best. If a priest could heal better with a 1 handed Mace because at the time it's the best option, they would. Weapons need more uniquely defined parameters.

I propose the following:
  • Warriors = %dam Axe ... as it stands warriors already get 1h and 2h masteries. However the difference between and end game dagger and end game axe is marginal at best. Given the restrictions to dealing damage that are presented to warriors compared to other classes, an additional %dam to Axes is not out of the quesiton.
  • Rogue = %dam Dagger (already exists), %OH (already exists)
  • Knight = %dam Mace ... no one uses maces, with good reason, they suck! Give Knights a reason to be the champion of maces.
  • Warden = %dam Sword ... these guys need some serious love, why not give em an incentive to use swords!
  • Mage = %dam fire/wind (change?) - since I've advocated a change to %DPS for casters, Mages should perhaps get a %dam buff to 2h Staffs
  • Priest = %dam Water + %healing (change?) - again a change is needed. Not many like wands, perhaps this is where Priests should become most proficient. So I'd suggest a massive %dps or +heal bonus when a 1h wand is equipped.
  • Druid = %dam earth + healing (change?) - could be same as priest, but personally I'd like a distinction. Perhaps some benefit while wielding a talisman (no 1 uses these anyways) as well as 1h wand would be worth while. *Oh and first let them equip Talismans ... doh! (or apply this to shields, but personally I feel shields are better suited to Priests)
  • Scouts = %dam Ranged (already exists)
D) Stat Balancing
  • Stamina = defensive stat.
    • Def sliding scale (3 for K, 2.5 for W/Wd, 2 for R, 1.5 for S/M, 1 for P/D) something of that nature.
    • HP

  • Strength = Offensive stat.
    • +Attack sliding scale (2 for W, Wd | 1.5 for K | 1 for S, R | 0.5 for M, P, D)
    • +Parry (W, K, Wd) -50% cap
    • +Hit (W, K, Wd)

  • Int = Offensive stat.
    • Attack sliding scale (2 for M/P/D, 1.25 for K, 0.5 for S/W/Wd/R)
    • +hit (M, P, D)
    • dodge M, P, D) - 12.5% cap

  • Wisdom = Defensive stat
    • +healing sliding scale (2:1 ratio P/D:all others)
    • +MP
    • +resource regen (MP, Focus, Energy, Rage)

  • Dext = Offensive stat
    • +hit (R, S)
    • dodge (1xR, 0.5xS) - 25% cap
    • Attack sliding Scale (2 S, R | 1 W, K, Wd | 0.5 P, D, M)

The problem with stats is one must consider that most of the population has already statted gear. We cannot change stats in an ideal way given the progression of the game thus far. As such I've tried to take into consideration existing stats, how people likely have stacked them, and provided benefits accordingly.

Justifications:

Stamina - it's something we all need, we should all reap benefits from it. With the removal of the distinction of Mdam and Pdam we no longer require a Pdef/Mdef distinction, so I felt Stamina was the best place to allocate Defense.

I also feel we should be able to stack parry, unsure if Str or Stam is the best place for this.

Strength/Int/Dex - The most complicated part of this thread is balancing the 3 offensive stats. Having 3 sources of Attack is cumbersome. Balancing these given the state of the game is nightmarish at best. For that reason each still provides attack, but the sliding scale ensures that those classes that should want Str or Dex or Int do indeed benefit from those stats.

A large issue for Physical damage classes is the benefits of Dex outweigh the benefits of strenght, but some classes receive no PA from strenght and others do. Thus those stacking Dex are seen to get an unfair advantage. I've solved this problem by adding +hit to all 3 offensive stats, and applying Parry to Strength. To me parry makes more sense for classes weilding large weapons in heavier armor. Dodge still has it's place, but those that should be focusing on brute force should still get some protection given the dangers they face.

I've also added Dodge to Int, since while Casters are normally found @ range, they should not be denied the opportunity to avoid damage. This also helps hybrid classes who would be unfairly punished if this were not included.

You'll notice I've placed caps on mitigation as well. Being able to naturally avoid too much damage is just insane. Since dodge is a complete avoidance, I've capped it at 25% for R and S (who recieves 1/2 as much dodge as S, by virtue of being ranged), 12.5% for D, M and P since they're ranged classes, and 50% parry for K, W and Wd, since parry reduces damage taken by 50% (thus only 50% as effective as dodge).

Wisdom - I've taken a stat that is generally useless for anyone lacking a mana pool and added a function that makes it useful for everyone. I've also modified the CP protion to benefit primary healers over off healers, a M/P should not be able to heal simply by using +healing gear and a healing staff, Wisdom should determine a greater amount of heals generated.

******
TL;DR?

No coles notes sry, it's a complex issue with complex solutions necessary.

****************
That's how I see it folks, feel free to comment, flame, troll, applaud w/e. But if you're going to post a position, be prepared to back it up.

*edit 12/20/2010 - changed offensive stats and justifications

2

Wednesday, November 17th 2010, 8:55pm

Yes.

To everything.

Runewaker, hire this guy.

Quoted

The insane gear-modding feature has that one-percent spending oodles of cash regardless of whether they can do the content without it. Why? Because RoM created an awesome system that lets players become as super-powered as they see fit. There are already groups of players that can down Manticos in as fast as five seconds. That's far above what's needed to be able to experience that level of content.

nemecis

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Wednesday, November 17th 2010, 9:00pm

there is no way you read that all in 1m ... i don't disagree with your assessment however :D

4

Wednesday, November 17th 2010, 9:13pm

I noticed theres no Magic defense in wisdom. How would someone better protect themselves from magical based attacks? If stamina boosts physical defense, it seems fair Wisdom should boost magic defense.

I do agree with everything else thats posted down to every word. Though the distinction between axe and sword is the magic damage they have. Which is why I chose 2h sword for my Warrior/Mage and I can still get bleed from slash.
Roleplayer in Govinda
Leader of the roleplay guild Immortal Covenant
Reagen -- 50/39 K/M-- Govinda
Xushin -- 29/54 W/M-- Govinda
Foroque -- 29/27 M/Wd --Govinda
Olan -- 22/27 P/K -- Govinda
Shivaa -- 40/40 P/S -- Govinda
Shayn -- 50/37 R/M -- Govinda
Raiden -- 22/0 M/x -- Govinda
Dieiyna -- 38/38 D/W -- Govinda

nemecis

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Wednesday, November 17th 2010, 9:18pm

I've removed the distinction. ALL damage is simply damage. Thus all defense is just defense, and gained from Stamina. When you think about it, those getting less Defense from Stam are those not needing as much. The values may need to be changed.

The benefit of this system is all those garbage Mdef stats become useful, and rolled into Defense stats.

If indeed a distinction between PA and MA, and therefore Pdef and Mdef must be maintained, I'd still suggest Stamina is the best place for Defense ... since everyone stacks it .. the only change would be a sliding scales for Mdef and Pdef would be the inverse of each other.

6

Wednesday, November 17th 2010, 9:25pm

Quoted from "nemecis;355444"

there is no way you read that all in 1m ... i don't disagree with your assessment however :D
I did. I skipped the preface and got to the crunchy bits though. Haha.

I esp. liked;

  • Priest = %dam Water + %healing (change?) - again a change is needed. Not many like wands, perhaps this is where Priests should become most proficient. So I'd suggest a massive %dps or +heal bonus when a 1h wand is equipped.
  • Druid = %dam earth + healing (change?) - could be same as priest, but personally I'd like a distinction. Perhaps some benefit while wielding a tailisman (no 1 uses these anyways) as well as 1h wand would be worth while.

The use of 1h Wands for Priests is a feature I long sought. I recall early on in beta using a Shield on my Priest simply because it gave me so much greater survival.

I have tried recently to reintegrate Wands and 1h Hammers with shields on my P/K with marginal or little success.

With a move that added % bonus and proper scaling for Ps that would reinforce or at least provide incentive for players to equip a wand+ shield & wand+tally. Making ROM Priests the clerics to ROM Druid's shaman.

Of course, I hope itemization would provide a steady stream of +healing bonus shields & +dmg tallys. And 1h hammers that can substitute for wands for the P/Ks and K/Ps. Of course. :D

Quoted

The insane gear-modding feature has that one-percent spending oodles of cash regardless of whether they can do the content without it. Why? Because RoM created an awesome system that lets players become as super-powered as they see fit. There are already groups of players that can down Manticos in as fast as five seconds. That's far above what's needed to be able to experience that level of content.

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Wednesday, November 17th 2010, 9:32pm

I would play Nem's version of RoM.
Govinda
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8

Wednesday, November 17th 2010, 9:44pm

Quoted from "nemecis;355451"

I've removed the distinction. ALL damage is simply damage. Thus all defense is just defense, and gained from Stamina. When you think about it, those getting less Defense from Stam are those not needing as much. The values may need to be changed.

The benefit of this system is all those garbage Mdef stats become useful, and rolled into Defense stats.

If indeed a distinction between PA and MA, and therefore Pdef and Mdef must be maintained, I'd still suggest Stamina is the best place for Defense ... since everyone stacks it .. the only change would be a sliding scales for Mdef and Pdef would be the inverse of each other.


I think the distinction of magic damage and physical damage is important, as the ones that naturally would get high physical damage would be weak against magic damage. While ones that get naturally high magic damage is weak against physical. The sliding scales of Mdef sounds good in recall. As I use wisdom not just for the MP but for the Magical defense as well. Actually mostly for the magic defense, the MP is just a bonus.
Roleplayer in Govinda
Leader of the roleplay guild Immortal Covenant
Reagen -- 50/39 K/M-- Govinda
Xushin -- 29/54 W/M-- Govinda
Foroque -- 29/27 M/Wd --Govinda
Olan -- 22/27 P/K -- Govinda
Shivaa -- 40/40 P/S -- Govinda
Shayn -- 50/37 R/M -- Govinda
Raiden -- 22/0 M/x -- Govinda
Dieiyna -- 38/38 D/W -- Govinda

nemecis

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Wednesday, November 17th 2010, 9:54pm

See I agree with you in principal, I just never understood why a Knight (best example) who's sole job is to generate agro (even with low dps) and absorb damage, should naturally have lower defense against casters.

IMHO the balance Knights should have is they sacrafice damage capability for defense capability.

Should a Priest necessarily be better off against a mage vs a warrior? Both IMO should present the same threat potential. Afterall, not like a priest heals differently on one target or another.

Again, my changes are proposed to streamline the mechanics side of the game so we can in ernest get class balance. I see your points, and I considered them. But taken as a whole a difference between Mdef and Pdef is not a compelling enough reason to retain a distinction.

Also, since as far as I can tell, mob/boss Mdef/Pdef is not universal, and few bosses present a clear benefit for casters in terms of damage mitigated (ie. bosses have equal Mdef to Pdef, which means the need for a distinction only comes around in pvp - which is where skills, not stats should be balanced).

10

Wednesday, November 17th 2010, 10:24pm

Quoted from "nemecis;355463"


Should a Priest necessarily be better off against a mage vs a warrior? Both IMO should present the same threat potential. Afterall, not like a priest heals differently on one target or another.


For that specific scenario i say they should. A magic user should in theory be able to handle magic based attacks against themself.

A warrior should be able to handle physical based attacks against himself, since the warrior lives in training with and against various arms.


I see what you mean about the streamlining mechanics though. Bosses do have equal magic defense as physical defense, but I think thats with the design as how things have been with instances anyway. And the instance designs are becoming more and more linear as they progress themselves anyway.

I respect and agree with your outlook on Knights as well.
Roleplayer in Govinda
Leader of the roleplay guild Immortal Covenant
Reagen -- 50/39 K/M-- Govinda
Xushin -- 29/54 W/M-- Govinda
Foroque -- 29/27 M/Wd --Govinda
Olan -- 22/27 P/K -- Govinda
Shivaa -- 40/40 P/S -- Govinda
Shayn -- 50/37 R/M -- Govinda
Raiden -- 22/0 M/x -- Govinda
Dieiyna -- 38/38 D/W -- Govinda

nemecis

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Wednesday, November 17th 2010, 10:35pm

Personally I think rather then a Mdef perhaps Parry/Dodge could be added to wisdom. I never understood why Mdam couldn't be negated by both, and to be fair to casters, they're not going to flock to Dex, so in the absence of Mdef, they would need some added damage mitigation available to them.

12

Thursday, November 18th 2010, 12:10am

Its probably notable to me, since a good majority of my characters are magic based, so I know how important Mdef is. So its personal preference to my experience.
Roleplayer in Govinda
Leader of the roleplay guild Immortal Covenant
Reagen -- 50/39 K/M-- Govinda
Xushin -- 29/54 W/M-- Govinda
Foroque -- 29/27 M/Wd --Govinda
Olan -- 22/27 P/K -- Govinda
Shivaa -- 40/40 P/S -- Govinda
Shayn -- 50/37 R/M -- Govinda
Raiden -- 22/0 M/x -- Govinda
Dieiyna -- 38/38 D/W -- Govinda

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Thursday, November 18th 2010, 12:37am

I'd play this game.
62 Warrior/Rogue
Server: Govinda
Guild: lolumadscouts

If my response is less than three paragraphs, you probably said something stupid.

LonerMan

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Thursday, November 18th 2010, 1:25am

I am not against what you have said. I would wonder about whether or not major changes would be implemented though.

nemecis

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Thursday, November 18th 2010, 3:43pm

Quoted from "LonerMan;355524"

I am not against what you have said. I would wonder about whether or not major changes would be implemented though.


That's the point being made. If the Frog and devs are committed to bringing about Class balance, I submit that core game changes need to take place to facilitate such a balance, or it's likely all for not.

16

Thursday, November 18th 2010, 4:45pm

Quoted from "FencerSuzuki;355440"

Yes.

To everything.

Runewaker, hire this guy.


+1

17

Thursday, November 18th 2010, 11:09pm

this is how u fix the world :P?
[I]Back and kicking.[/I]

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Thursday, November 18th 2010, 11:33pm

I assume to comment on your findings, I have to read them through thoroughly, correct?
IGN: Satiar
Class: Scout/Rogue (62/62)
Final Stats: 75,000 HP---40,000 Patk--10,000 Dex--70% Crit--Desert Bow

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19

Friday, November 19th 2010, 12:51am

I disagree that mDam and pDam should be removed. I will however agree that mAttk and pAttk should be combined into just Attack.

and I'd argue that pDef and mDef should remain as well, though I'll agree that *could* be done using a sliding scale on stamina. (or simply based on equipment) Having mobs/players weaker to one or the other adds an element of strategy.

I definitely think equipment shouldn't have equivelent mDam/pDam (or mDef/pDef) numbers. Wands should be better at nuking the heck out of mobs than they are at whacking them over the head with. Maybe cloth should be better at repelling magic attacks than chain.

(which would probably further help hybrids. If they come up against something resistant to their magical attacks, they can switch over to their physical ones, and vice versa).

20

Friday, November 19th 2010, 2:24am

Quoted from "nemecis;355478"

Personally I think rather then a Mdef perhaps Parry/Dodge could be added to wisdom. I never understood why Mdam couldn't be negated by both, and to be fair to casters, they're not going to flock to Dex, so in the absence of Mdef, they would need some added damage mitigation available to them.


Just a thought as I read this: if casters aren't stacking dex, then they're not going to be getting the same crit as those who ARE stacking dex.

I was going to suggest that different classes get crit from different stats(Mages from Int, S/R from dex etc), but then I realized that this could prove unfair to hybrids or classes like the Battlemonk and Warmage. Or not, I'm just rambling.

Although, looking at the proposition, why WOULDN'T casters stack as much dex as anyone else? It seems like they benefit just as much from +hit and crit and whatnot. Perhaps I've overlooked something.

I like your ideas all in all.
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