NauVaseline wrote: Sat Oct 24, 2020 1:52 pm
Because it's far easier to calculate that 10% in gold than it would be to calculate item costs and play inventory management before an epic sacrifice and my casual Snuggybear is getting sick of constant BETA META changes and convenience-nukes
sick. sick sick sick sick
Hold on, there. You might want to calm down some. I totally get where this emotion is coming from, don't get me wrong (I recently let myself go in another post, as well). But let's try to stay calm for the sake of constructive discussion.
Calculating inventory value really wouldn't take that much time. Definitely no more time than grinding 1 million gold (or one-hundred thousand, for that matter) would. I'm sure you understand that.
NauVaseline wrote: Sat Oct 24, 2020 1:52 pm
[...] and just because Xerah says something, does not mean it's 'generally agreed upon'.
Haha, no. Definitely not. Tell me about it.
But I never said that, either. I just quoted him because he said it recently and he is one of the numerous people with this opinion (also, note the word "Like" instead of a word such as "Because", in my previous post). And I think Xerah and these people are right, to a substantial extent. I don't think it's "the absolute worst thing that can happen", but it is
most definitely not good for server health and balance. See below.
NauVaseline wrote: Sat Oct 24, 2020 1:52 pm
It's
okay that uniquely strong (or broken and barely functional) items/classes/gift-characters exist.
No. It is unfair. Changes to balance are made with a reason: to balance;
to breed and maintain impartiality. If those changes are necessary in certain items, then that
logically means that the previous versions of those items
should no longer exist. It is not that complex of a deduction, really.
NauVaseline wrote: Sat Oct 24, 2020 1:52 pm
Not everything needs to be balanced like it's Starcraft 2 or a MOBA.
Yeah, it actually does. What many people seem to forget is that the huge surge and high pace of updates recently
has to do with the very lack of balance. A lot of the recent changes have been made to make up for poor implementations that took place prior.
The dexterity/monk item nerf happened
because they were causing lack of balance.
The rogue nade nerf happened
because they were causing imbalance.
The qstaff nerf happened
because it was too strong (ignoring the unnecessary collateral damage on other double-sided weapons for a moment here)
The blinding speed nerf happened
because dexdiv builds were too strong (and still are, btw).
I could go on for a while.
In other words: if we had maintained balance adequately, fewer drastic changes would have been needed, and less disappointment would've been created.
So yes, mechanical server balance is
extremely important so as to prevent disappointment in players as much as possible..