The real underlying problem with balance isn’t the balance itself. It’s the sheer number of known issues that still exist since launch. A good deal of perks right now don’t even work how their supposed to based on their tooltips. Some don’t do anything at all. Unless your a forum troll or search engine guru you don’t know half of what is broken and what is actually working as intended. How do you go through and balance stuff when half the stuff doesn’t work as it was originally designed to work? How are the players supposed to judge what is OP and what is a bug? The only bugs they fix in any degree of timely manner are those that can be exploited for gains. The ones holding us back and breaking our builds go months if not more without fixes.
Case an point nimble, sturdy, and sturdy energy have been bugged gong back to at least September. Acknowledged. Still not fixed.
I know of at least a dozen more like that - that directly affects builds I run.
Also a good point. Another example is ice storm casting on top of self instead of where targeted. Been happening forever. Net shot on BB often shoots into the floor instead of where aimed also.
This part doesnt bother me. It was hearing him say he wears heavy and wants to be able to catch a light rapier player so they buffed heavy and nerfed light and medium. You 100% should NOT be able to catch a light rapier in heavy or wtf is the point of light?
while that is true they only choose the changes that are illogical and noob friendly. Games should listen to community feedback yes. However does that mean that the community is right no. They need experienced actual good pvp devs on the team in order to gauge proper balancing. You can tell most of them are below average
I think small scale pvp balance would translate to large scale pvp balance, but large scale pvp balance would not translate to small scale pvp. If the game was balanced around war, then healing and tanking/brusiers would be too powerful on the small scale.
Was starting to have doubts and I know theres YEARS worth of shine to put on it, but after they showed that small group actual gameplay, theres a working product in there and I cant see them not doing it in 2023, but we will see. #IAmNotAProphet
It doesn’t make sense to fight balance between PVP and PVE. Balance should scale based on your group size. So a 20v20 is just 4 units of 5v5. A war 50v50 is just 10 units of 5v5.
3v3 doesn’t scale into either OPR 20v20 or WAR 50v50 or Expeditions 5 players or upcoming raids which they said will be 20.
5v5 is where it’s at. Full Groups.
I know you casuals and solo players don’t like this but that is the practical reality of it at a fundamental level these games are made for grouping and have to be balanced that way.
Balance in a game where the core concept of PVP is ZERG BATTLES.
Yeah never going to get balanced my dude.
I think the way the test things is they throw a bunch of Rabid Gerbils into a bag… each one has a Weapon name on their back… they leave them in there for a few days and when they open it up… Whatever Gerbil walks out in the weapon that will get nerfed into the ground for that month… they pretty much repeat this process tell you quit the game.
Balancing based on a group only works if we all have access to a full group, which is not possible with random queues. They would need to implement role queues for that to work. Otherwise, pre-made groups with ideal compositions will always have the advantage, which is partially why we have 1000 to <200 ORPs.
I think balancing around the idea all builds can 1v1 each other would be better, and that’s how most pvp games are balanced. Some builds have advantages in certain situations, but, in general, different builds simply play different, but their win rates are roughly the same.