Einlanzer.1627 Posted July 16, 2019 Share Posted July 16, 2019 The game's combat mechanics are clearly heavily weighted toward valuing offense over defense. This is pretty normal, really, but the poor balance of offensive and defensive attributes exacerbates the phenomenon of dumping all defense for more damage being good. There are significant balance issues with some mechanics and the relative values of attributes that need to be revised - in particular, the weight & value of offensive stats vs defensive stats is massively out of parity for no good reason, really, and efforts should be made to address that in a way that also addresses some of the power creep since HoT's launch. (I also think the class-specific attributes need updates/overhauls, but that's a different topic.)Damage formula = Damage = (Weapon strength Power Skill coefficient) / ArmorWhat this formula means is that the presence of a Dodge system has little to do with the uselessness of Defensive stats - Power (alone, not even factoring in Precision/Ferocity) is about 50% more effective in boosting your offense than Toughness is in boosting your defense, since the former is considered separately in the equation while the later is consolidated into total armor. This is really bizarre since player bias (with good reason) already values offense over defense, meaning it should if anything be the other way around. It's no wonder Berserker stats dominate the game and defensive stats are worse than useless - they are a trap option. No matter how you slice it - either Power is over-tuned or Toughness is under-tuned. There are some fairly simple ways to help balance while also reigning in power creep - one of them would be to revise the damage formula to look something more like this:Damage formula = Damage = ((Weapon strength + Power) Skill coefficient level-based constant) / ArmorNote of course this would need to come with condi adjustments also - in general, condi should outperform power on high armor targets and vice versaAlternatively, it would take more work, but they could revise the defensive attributes to make them both more strategically interesting and useful:Toughness - Add a small but significant subtraction on top of the division in the damage reduction formula - something like this: .Damage formula = Damage = ((Weapon strength Power Skill coefficient) / Armor) - (Toughness/6.67)Toughness is pretty blatantly under-tuned and doesn't perform its role very well. Even in PvP, the "bunker" phenomenon is more due to the poor balance of personal healing (discussed below) - and even that's not really a problem anymore due to power creep. In addition to being just less effective point by point than Power alone is, the fact that it only divides damage means it features massive diminishing returns. All in all, it is too redundant with the active defense system, making it mostly useless. It should, after dividing damage, subtract a small portion of the remaining damage. Tuned correctly, this would cause it to have a noticeable effect on smaller sources of damage and damage incoming from multiple weak sources that dodging can't effectively mitigate (common in regular PvE) while only having a relatively minor (and still desirable) impact in PvP and vs heavy hitting mobs that would still require a lot of active play. This would, rightly, make it much more useful for solo/casual players, farming, and would generally make the game more playable for people with a low skill ceiling due to disability, age, or whatever. Vitality - Change it to influence Endurance Regeneration instead of Health; buff base Health values by around 20% & nerf baseline ER/Vigor to about 40% of their current values. Perhaps rename it to "stamina" or "agility." I never liked Vitality improving Health. It's just not the right thematic or mechanical choice for a few reasons like redundancy with toughness, classes having different Health baselines, and lack of synergy with Healing. Base Health should be slightly raised across classes, and only be improvable by % effects from food, sigils, or traits. Moreover, the lack of a stat contributing to active defense is an issue because it requires no investment to be good at it, which allows glass builds to avoid being that glassy. So, Vitality should be revised (and renamed if desired) to improve Endurance Regeneration to allow players to build around active defense (which, with the change to Toughness, is complementary with passive defense). This would require nerfing both baseline Endurance Regeneration and Vigor, which is worth doing. This would also mean that glassy builds become more properly glassy than they are today, making defense attributes more attractive in the meta and helping to reign in power creep. These changes may or may not result in a need to nerf condition damage a bit.In addition to this change to Vitality, it might actually be worth setting (slightly) different endurance regen baselines for different armor classes to improve attrition parity between the classes. So heavy armor classes end up with higher toughness/armor and lower armor classes end up with more endurance regeneration - which makes logical sense in addition to creating more defensive balance among the classes. Healing Power - No change to the attribute, but rebalance personal healing skills. Structurally, the attribute itself is fine. However, on average, personal healing skills are poorly balanced, having too high a baseline power and too low a coefficient with HP. This has the effect of making Healing Power a red herring stat unless you are a dedicated party healer. Since there's also outgoing healing modifiers, I don't really see the point of that, and it unnecessarily harms the effectiveness of certain stat combos (including Celestial) by making HP points a total waste. They need to be normalized and rebalanced, effectively nerfing their base values but improving their scaling with Healing Power. This would not only make the stat more attractive in general, but it would actually help reduce the phenomenon of overpowered bunkers in PvP as well. Link to comment Share on other sites More sharing options...
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