Quidix wrote: Sun Nov 07, 2021 9:03 pm
garrbear758 wrote: Sun Nov 07, 2021 6:15 pm
In part 2 of the balance update, here are some things you can expect, very much subject to change.
1. Removing the 4 dodge ac from barbarian.
2. Changing pale master's crit immunity from 100% at level 10 to 5% crit immunity per pm level.
3. Something to tone down hexblades debuff burst. Solo they are mostly fine and probably just need to come down a number or two. In groups they make it very easy to just burst down a player or boss. The most likely potential changes here will be lowering their scaling to cap at 5 instead of 6, and/or changing the hex to be a "life-steal" type effect, where instead of say -4 ac to a target with hex at lvl 20, it would be -2 to the target and +2 to the hexblade.
Again, these are very subject to change so take them with a gigantic grain of salt.
Overall this look about right, but why targeting 1H barbarians rather than the 1000 HP two-handers with very high damage and damage mitigation?
The good:
-Some people (devs) care enough about the quality of this environment to volunteer their time thanklessly to make it better for all. Seriously, thank you.
-Changes are and were needed to fix glaring things that allows ppl to overflex their imbalances mechanical power limiting joy of others, thanks again for doing all this!!
The “meh”:
- changes seem to be made in “closed door” discussions between a very small number of people with minimal communication and transparency
- regular, sweeping changes have created major player fatigue and ppl quit or phase out due to this
- the server has approached a “balance asymptote” or point of diminishing returns. Major changes are not actually improving the state of overall balance much, just changing the meta to modify WHO and WHAT is more powerful.
This last point is gonna be contentious, but it’s key. I’ll disclaim by saying overall balance HAS benefitted by many changes made in the last couple years. But as stated, a good bit of this recent update and pending updates aim to fix the overturned nature of AB and DMG from str builds. It’s as others have said, balance whackamole. This is not a surprise and was predicted quite clearly at the time of those past changes. A lighter more iterative touch would avoid this back and forth.
I remember the posts I and others wrote back when dex was in meta and people were decrying the woes of str builds. I was watching saying “Oh well here comes the str meta….” This was not speculative, but to me an obvious trend to support problematic overturning of AB and dmg #s that make PVPd with these builds about as one sided as ever, getting one round kd’d and crit with multi hundred + dmg hits. Not surprisingly the times I’ve seen PCs with two-handers (or just crit builds in general) stage close to “enemy” PCs with, get fiesty and shotgun pvp to 1 round people has skyrocketed, along with the popularity of these builds…
So the issue isn’t updates for balance, we need those! It’s how they are done that (sometimes) produces a counterproductive output other than the intended goal, that presumably being increased overall joy for the server population.
I’m not a mechanical wiz, but I think I’m an decent builder and have PVPd enough to see a pretty glaring gap between the hypothetical theory crafting around which many balance conversations hinge and how these things play out in the “wilderness” that is the live server.
E.g. Let’s dial barb back a bit more by reducing its AC. *scratches head* does it make the class weaker? Sure, technically on paper, but the basic premise is it sits there eating hits to the face with high hp and dr while it smacks you back way harder than you can possibly hope to, thus killing you faster. The barb proceeds to drink heal pots like like a frat boy drinking light beer, laughing as it is functionally unkillable and can continue to fight as long as it has consumables. How is losing some AC going to do anything but make this build more painful to lvl to 30? It’s still gonna get geared and ready to terrorize PCs exactly as it had before… but wait now it can sprint even faster and for longer than it’s physically weaker enemies. But wait, there’s more!! Melee str builds can also STOP TIME with a fairly low UMD invest. They can void ALL MAGIC with a consumable rod for what is an instant win button on top of everything else. They have almost ALL useful wards at their disposal for relatively cheap and higher caster level than most EPIC mages, not to mention many offensive magic tools too. They can also often achieve unbeatable saves and pierce +5 damage resistance.
The process by which balance is managed needs to be examined because the output is not the desired result as often as it could be with a different design principle.
TLDR:
We’re playing balance whakcamole and have exchanged dex meta for str meta in the name of balance. But thanks for trying, sincerely, it’s a thankless and tough mission! Let’s maybe examine ways to not have such a volatile meta chasing server culture and mechanical landscape?