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7/14/2014 15:52:35   
Remorse
Member

I think many balance issues these days have the misconception of only being solved through buffs and nerfs, I believe that this is definitely not the case.

And I will try to prove it in this post,



I will start with giving an example of a balance issue, High HP , strength builds.


I don't think HP STR builds are necessarily too strong, because HP and STR are efficient to invest into, although that is a factor effecting it,
I believe it's partly due to the strategy having a lack of viable counters.

And that's partly due to rage, I think rage made shields really ineffective versus STR builds when it's intention was to counter tanks.


There are many way's to creatively tackle these issues in the form of content.



For example, an armor passive core that reduces the amount of rage enemy players gain on hit if you use a shield ability on yourself (for the shields duration), note that you can consecutively apply this passive with multiple shields but suffer turns used to apply the shields rather then attacking. (note that this won't necessarily make tanks strong as it requires them to use shields to gain the rage reducing effect)



Another passive amour idea, you gain a percentage of your total rage bar whenever you use a turn that would generate no rage. (such as shielding/healing etc.)


All these ideas are trying to improve the effectiveness of build versus STR builds whilst giving STR builds little to no advanatge.




The point being is I think the ED team should stop trying to balance with buffs and nerfs as much and start trying to focus on improving variety and counter-play to control balance to give favorable outcomes.


This is not to say that buffs and nerfs aren't needed, they are still certainly required however consider if whether or not the root of the issue is numbers, or is it lack of viable counters?



In terms of HP STR builds I believe the issue is lack of viable counters.



We should also consider, what is it that makes STR builds so effective and hard to counter?

-Consistent damage which is hard to equal and suppress (mainly because of rage)
-Hard to sustain against especially due to hatching rush core.

How would you counter these things?
Similar to the rage core suggestions I made above focus, on rewarding players who aren't consecutively dealing damage, with cores that offer bonuses to those players.


Another core idea using this logic:
Rested: A primary weapon passive core that improves the damage of their next attack each time they do not deal damage to the opponent the turn before.


We also need to be able to counter cores that STR abusers use that make sustaining against them extremely infective for example:

An armor active core:

Cleanse: Removes all non stat based debuffs effecting you (this includes, poison, hatching, frostbite, etc.) does not include stat based debuffs (intim, smoke, omega core etc) And provides a small heal based on how much def/res your amour provides.

Alternate version,

Reflect: Remove all non stat based debuffs and inflict it on the enemy of your choice lasting only the remaining duration. (This core would have a pretty high energy cost)
(note: this core would have a reflect animation that deals no damage only reflecting the non stat debuff not the strike that applied it)


Basically we need to give players the tools to win with strategy, which includes constantly outsmarting and countering your opponents predicted strategy.
With counter-play balance will become much more self/automatically managed, and this is evident across many other games.

Each time they add a core/skill/robot what should happen in the variety of vaible build pool should increase, not decrease such as what happened with the creation of hatchling rush.






One extra major bonus to balancing with content is it would satisfy most players desires in updates! New cores/content as well as balancing will mean most people will be happy, it also effectively uses the Devs resources as art is required to make new cores etc.







What are some balance issues that could be helped with the creation of counter-play content?

How can we improve less viable builds to help variety using core/other content to enhance their performance?


Discuss! :)





< Message edited by Remorse -- 7/14/2014 18:12:48 >
Epic  Post #: 1
7/14/2014 16:55:35   
Mother1
Member

For you passive core the reduces rage there are two issues with it that I can see.

This core would make blocks and deflections for the attacker worse for starters. Why because when you get blocked or your side arm is deflected what happens? You gain more rage to compensate for said event happening. Now what happens to this compensation if a user is using said core. it gets reduced by X amount effectively hurting the attacker even more. This core unless it was made not to affect rage gain when these effects happen would make them feel even worse especially when we already have issues with these factors.

The second one I can see is that the core while i know it is suppose to be helpful for defensive builds depending on how effective it is could overpower super tank builds. Especially super tanks merc's who can use hybrid armor seeing as this armor in the hands of tanky players can even stop those builds in their tracks.

While I agree that we need more cores for balance variety, if certain cores aren't made properly they can make certain situations even worse for certain builds.
Epic  Post #: 2
7/14/2014 17:53:24   
Remorse
Member

^ Your very right mother1!

If not made properly new cores can create other issues,

However I make the assumption these issues are tested to be either:

-Not be an issue

-Smaller then the amount of issues it resolves

-The possible issue it could create is viably counter-able




Adjustments for the issue you could see could be as following:

quote:

This core would make blocks and deflections for the attacker worse for starters. Why because when you get blocked or your side arm is deflected what happens? You gain more rage to compensate for said event happening. Now what happens to this compensation if a user is using said core. it gets reduced by X amount effectively hurting the attacker even more. This core unless it was made not to affect rage gain when these effects happen would make them feel even worse especially when we already have issues with these factors.



Change the description of the core to :

An armor passive core that reduces the amount of rage enemy players gain on SUCCESSFUL hit if you use a shield ability on yourself meaning it doesn't include non successful hits such as blocks/deflects.

Also you could perhaps make it possible to remove the rage reduction on shields with the azreal cores shield counter, giving this passive an effective counter.


quote:

The second one I can see is that the core while i know it is suppose to be helpful for defensive builds depending on how effective it is could overpower super tank builds. Especially super tanks merc's who can use hybrid armor seeing as this armor in the hands of tanky players can even stop those builds in their tracks.



Personally I don't think this will empower super tank much, because I think that super tanks are builds that actually use non attack skills very rarely, it seems to be builds that use shields ETC with only average defenses such as focus builds that would probably benefit from this more.

Super tanks would get a benefit though but I don't think it will make them an issue.

Lets also no forget you can use the armor removing core/bot (forgot name) to stop the passive from working for the duration the amour is removed as a counter to this core.


If is tested to be an issue however then perhaps they could do a different core.

< Message edited by Remorse -- 7/14/2014 17:58:42 >
Epic  Post #: 3
7/14/2014 18:33:51   
Mother1
Member

Remorse

Hybrid armor, Mineral armor, and Plasma armor are all immune to the Azreal's borgs heart attack, and the Azreal aux core.

Off topic

This was why many people originally brought the azreal borg when it came back in the hope of getting past those armors but got upset only to learn these shields have that immunity.

Back on topic

Yeah that change to the rage core would make it more fair seeing as before it would be a double negative to the attack and would overpower the core when these effects happen. As for the other effect interesting idea. While I don't see many people with the bot in game (due to their being many others) I see the aux which is very popular among builds.

As for the the cleanse idea I think the name should be changed seeing as some might confuse it with the assault bot's cleanse maybe refresh instead since we don't have a core name like that, and it would make it so people don't get confused.

Many of these cores would make the game more interesting did you suggest them in Xendran's core thread yet?
Epic  Post #: 4
7/14/2014 19:23:41   
Remorse
Member

^ I might have suggested similar cores there before,


However perhaps we could suggest cores in this thread that specifically tie in to trying to improve a particular balance issue.



I wasn't aware the assault bot one was called cleanse, then yes it would need name change.


As for hybrid etc not being effected by azreal, I was aware that they didn't work, I think it's fine that way.





And it doesn't necessarily have to be cores,

Content could include new battle mechanics, such as stamina points.





< Message edited by Remorse -- 7/14/2014 19:32:10 >
Epic  Post #: 5
7/14/2014 19:58:30   
ND Mallet
Legendary AK!!!


The problem with balancing the game by just adding more cores is the fact that it's only a temporary fix and only addresses one problem at a time. Imagine there are cores that directly counter high strength builds. Everyone is now forced to use those to counter that build. Then people stop using that build and find a new OPd build. Now we need new cores to buy to stop that build. Then when that is over with, people just switch back to the high strength build since no one is using the anti-strength cores anymore. Then players get stuck with a conundrum. They have two cores to choose between now, and whichever they pick will leave them at the mercy of some other OPd build.

Cores shouldn't be used as balancing factors because that only makes them required items and better than any other core out there. Passives were changed solely because everyone used them, as did the multi skills in 2v2 get nerfed when they were in 99% of every 2v2 build.
AQ DF MQ AQW Epic  Post #: 6
7/14/2014 20:21:59   
DanniiBoiixD
Member

The passive change really didn't do much, because they were just replaced by energy controlling skills. The multi one was bad too in my opinion, because now, no one uses multi in a 2v2 build anymore besides the occasional dexterity mage.

< Message edited by DanniiBoiixD -- 7/14/2014 20:22:32 >
AQW Epic  Post #: 7
7/15/2014 4:18:03   
Remorse
Member

quote:

The problem with balancing the game by just adding more cores is the fact that it's only a temporary fix and only addresses one problem at a time.


I disagree, I think its closer to a permanent fix, a strong build gets the power from having a lack of viable counters, if players can counter their build by taking into consideration how to counter them with any class, then suddenly we get the self fix I was talking about, yes people can switch between different OP strategies but so long as they can all be beaten by smarter players using counters then they will soon realize it's strategy they need to adopt, not OP build hopping.

Also it doesn't address one issue at a time, it addresses many, firstly is lowers the extreme viability of the OP builds but does not leave them unviable (I will explain below)
It also increases the viability of any build then can effectively use these new counters to deal with builds that were preventing them from being viable in the first place.

It also shifts win patterns from being about builds to be about strategy and wits, and finally it increases overall variety making the game more enjoyable.






quote:

Imagine there are cores that directly counter high strength builds. Everyone is now forced to use those to counter that build. Then people stop using that build and find a new OPd build. Now we need new cores to buy to stop that build. Then when that is over with, people just switch back to the high strength build since no one is using the anti-strength cores anymore. Then players get stuck with a conundrum. They have two cores to choose between now, and whichever they pick will leave them at the mercy of some other OPd build.


I disagree with this, If this is the result of new cores then they weren't implemented properly.


What new cores that help to add counter play should do, is not create one new super build, what it should do is allow some builds currently that have trouble beating STR and because of this are never used to now become viable again.


It should open up multiple builds to become viable not a single new powerful one.


Also, STR should not suddenly become unviable because it can be countered...., STR builds and players using them should consider the counters and then use other counters themselves see if they can use effective strategy to manage the counters against them.


For example, lets go back in time before the azreal cores when shield were a huge counter to defenses debuffs (smoke, malf) did shields make debuff builds unviable despite almost completely countering it?

NO!


The smarter players adopted to shields, and used timing to counter it,

What they did is they were patient, they could use an energy drain if it stopped the enemy from having enough energy to shield their debuff, or they waited till the enemy needed to heal before debuffing so that they were forced to not safely shield.






The point is counter-play with cores SHOULD NOT, simply shift the current OP build to a different one, what it should do is increase viable variety and cause players how to adopt to them with strategy.


The point is, it needs to be the person with the better strategy, not the better builds that wins, builds shouldn't be the factor alone that determines who wins (excluding luck) And just because your build allows for counters against your opponent doesn't mean you win until you effectively apply this with appropriate timing, and your opponent should have many opportunities to mess up your timing of your counters, or prevent your counters with there own set of counters.


quote:

Cores shouldn't be used as balancing factors because that only makes them required items and better than any other core out there. Passives were changed solely because everyone used them, as did the multi skills in 2v2 get nerfed when they were in 99% of every 2v2 build.


They shouldn't have to be required items at all, they should give certain builds then means to actually deal with once uncounterable strategies so that they could actually be viable.

There should be many instances when new cores wouldn't help your build at all, maybe the counter it offers is not needed because you already counter effectively enough in that area.

I will give an example, lets say they create a new armor passive core that makes shields give less rage to your opponent, that itself is a pretty strong core against STR builds since they often need to use rage to counter high defenses, now lets say this core could be countered temporarily by removing the core when they use a shield by using the armour removing robot (forgot the name).

So it has shifted STR builds from requiring a robot that is used to be offensively to a robot that can used to counter a counter.
STR builds have become no less viable here because they can still counter the new counter to them. And the new counter to STR builds can still work effectively but it is by no means required...


What they should be doing is inserting a new factor into determining who wins, Strategy...
While at the same time allowing both more builds to become viable whilst the current viable ones to continue to be viable.

Just because your build can be defeated with a core does not mean your build is now unviable, it just means you must adapt to it and counter it yourself.
If this however becomes then case then it's proof counter play needs to be increased for both sides.





< Message edited by Remorse -- 7/15/2014 4:52:46 >
Epic  Post #: 8
7/15/2014 5:18:05   
theholyfighter
Member

IMO this may bring a fix to the problem to balance “build variety” wise but not “class” wise.
Buffs and nerfs and changes to skills is definitely needed as well which majorly fixes balance “class” wise. Those content in this thread has potential to bring variety balance closer but I doubt how effective it could be. If the feature being worked on is Cores it meant that there would be a credit/varium requirement needed to obtain the counterpart factor. Perhaps at low levels it would be an issue,or while changing cores on items as the most effective counterplay Core comes up due to the rising of the next most powerful build. However if there's a counterplay for almost every build then there might not.be.the the next most powerful build.
AQW Epic  Post #: 9
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