Remember the CB plan. The game developed in the opposite direction

"
Hilbert wrote:
Witchers are sterile :p


Sterile, but virile :)
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
If the third installment got a better djinni editor expect several hooker mods and many mods which result in a long lifetime.

The world is at last big as Oblivion.

"
Hilbert wrote:
If the third installment got a better djinni editor expect several hooker mods and many mods which result in a long lifetime.

The world is at last big as Oblivion.



Well, the djinni can go fuck himself :)
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
"
tmaciak wrote:

GGG should start to separate PvE, races and PvP balances, because trying to balance it at once is IMO just impossible.

That's what I was saying since start, if you want those things coexist you have to take care of them separately.
I have no idea why it isn't happening, why are other things more important than this.
ProjectPT was right.
"
passofexhale wrote:
"
tmaciak wrote:

GGG should start to separate PvE, races and PvP balances, because trying to balance it at once is IMO just impossible.

That's what I was saying since start, if you want those things coexist you have to take care of them separately.
I have no idea why it isn't happening, why are other things more important than this.
You have no idea of how much time it needs to properly balance the PvE for a company.

PoE has not been designed for good balanced PvP.
And will never be.
If you wanna play a pvp game, go somewhere honestly, PoE is not what you are looking for.

Races are about PvE, no need for another balance.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Jan 9, 2014, 8:22:54 AM
"
Fruz wrote:
You have no idea of how much time it needs to properly balance the PvE for a company.

PoE has not been designed for good balanced PvP.
And will never be.
If you wanna play a pvp game, go somewhere honestly, PoE is not what you are looking for.

Races are about PvE, no need for another balance.


Well, they have the tools to do it at least. Every league can have pretty superspecial settings fit for its intented purpouse. I haven't necessarily said I want X or Y(but to be honest, I find races most entertaining in this ARPG format), it's just that I think it's natural to focus on divide and conquer strategy if you actually want to have decent, well-rounded game that has different aspects to it(races, PvE and PvP in this case, I disagree about mixing PvE progression and races into one area).
As far as pvp is concerned, you can heavily balance it be just toning down things from PvE(reducing duration of CCs, better options for gear to have resistances to CC, reducing overall damage to match the players healthpools etc).

I am still kind of optimist, once GGG is done with their flameblasts or whatever, they might start giving some love to those other two areas of their game.
ProjectPT was right.
Last edited by passofexhale#1727 on Jan 9, 2014, 9:20:50 AM
"
Hilbert wrote:

But remember in the witcher games potions are also poison and unless you attempt a mutation build where poison increases the power(which is incredibly difficult to play in Witcher 2 on higher difficulties since the Draurur in Act2 was a test if you build worked and if you could handle the situations which was hard because the Draugur used a Cyclone like skill to follow you)

In terms of PoE the boss would be a big golem with shieldcharge, firestorm, RoA, cyclone, heavy strike, Cleave and possible more abillities I forgot.


This Vran elder in Loc Muine canals was much worse, but staff was nice and undoubtedly OP ;)
Anticipation slowly dissipates...
You know, I did mention a DotA mod for PoE as it was kind of funny, but now that I've been thinking a bit about it, it might not be that bad. Why?

- it would be totally separate so no messing with game balance, available chars would be managed through templates so it could be finetuned without affecting anything else. If malachai's fireball is too powerful on second enhancement level which corresponds to gem level 12 it could be reduced to level 11 no problem.

- it would be dead-easy to make, 95% of the resources are already in the game, monster and player models, gear, tilesets, ai, even cosmetics. The only things needed would be mini skill tree and some trademark unique skills for champions.

- it would be fun to mess around playing with npcs, ever wanted to use piety's lightning ball or shapeshift into that fast melee form? And we could have ridiculous skills that would be very hard to implement in actual game, like Maligaro animating soil into clay golems as his ultimate move.

- there's a niche for it, currently there is no other dota clone on the market that offers any significant degree of freedom besides picking skills

Imagine this:
A dota clone played more dynamically, with vendors that sell real gear instead of stat tokens, with possible multiple way to develop your champion and gory visuals.

Example:
You play as Marceus Lioneye, you have a passive tree condensed into 20-level range and start at the center of it like everybody else, kinda like it was in alpha stage. Besides the passive mini-tree every hero has two distinctive traits, kind of pre-picked keystones, marceus could have some that his uniques do, like '50% more ranged damage, 200% increased ranged critical chance, can't evade while attacking with a bow' and '25% added chance to block, every blocked hit reduces your move speed by 10% for 2 seconds, up to 50%'
That hero can use sword+board or a bow, so you develop him either as a shield tank or a bowman, or maybe sacrifice a few points into ranged at start for easier harassing and farming and go for tanking later. You also have an assortment of skills to place on your action bar, not tied to gems or gear. Some skills are generic, like shield charge and might be available to more than one hero but some are exclusive to him.
On every level you get a passive point and a skill enhancement, which are a way to level skills in bigger steps than we normally do. You also choose 1 aura out of 2 available and can have no more. Gear available in shops is fixed but the selection is good and balanced, if the sword gives you a lot of leech it will have lower damage than normal.
The rest is par-course, two bases with big golden statues of naked women you have to defend with your lives, OP totems protecting the passes to them and hordes of mook statues and ribbons for cannon fodder.

Now, this just might be the bastard child of my diseased imagination, but I'd much rather see this than an unbalanced PvP that has a fair chance of messing up PvE in the process.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Jan 9, 2014, 9:24:03 AM
"
passofexhale wrote:
"
Fruz wrote:
You have no idea of how much time it needs to properly balance the PvE for a company.

PoE has not been designed for good balanced PvP.
And will never be.
If you wanna play a pvp game, go somewhere honestly, PoE is not what you are looking for.

Races are about PvE, no need for another balance.


Well, they have the tools to do it at least. Every league can have pretty superspecial settings fit for its intented purpouse. I haven't necessarily said I want X or Y(but to be honest, I find races most entertaining in this ARPG format), it's just that I think it's natural to focus on divide and conquer strategy if you actually want to have decent, well-rounded game that has different aspects to it(races, PvE and PvP in this case, I disagree about mixing PvE progression and races into one area).
As far as pvp is concerned, you can heavily balance it be just toning down things from PvE(reducing duration of CCs, better options for gear to have resistances to CC, reducing overall damage to match the players healthpools etc).

I am still kind of optimist, once GGG is done with their flameblasts or whatever, they might start giving some love to those other two areas of their game.


I was purely speaking about the balance.
The balance for races is the same for mid/long-term leagues, because it just fits.

It's way too late to adapt the current balance for PvP, to have a really balanced PvP, you'd need :
- a new passive skill tree
- no uniques ( or completely new uniques )

This would mean a lot of work => more human resources, and depending on their priorities, they will do it or not. Frankly I don't see them doing such a thing.

SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Jan 9, 2014, 9:34:05 AM
"
This Vran elder in Loc Muine canals was much worse, but staff was nice and undoubtedly OP ;)

Hmm I remember the 4 Gargoyles being annoying(if you ignored them the fight was really easy) the Mage wasn't that hard.
At last I always beat him the first attempt the Draug killed me several times on come build paths.

Still the Witcher games got nice Easter Eggs like Altairs corpse in Witcher 2 or the unexpected event if you do a perfect autopsy and answer with "Let's say I wanna die"


I had far more problems with the Draug because I didn't specialize on signs my first playthrough and went hard mode.

It was so much more difficult to get behind him without getting cleaved or getting into the whirlwind.(same thing happened if you tried a big distance)
Dealing with the shield charge wasn't a problem but then you were attacked wither by RoA or Catapults and the catapults hit hard again unless you got close to the Draug which forced you to dodge other heavy attacks and that was quiet a problem if you couldn't heal via potions and were injured.

But iirc the only simple ways was to specialize on the shield sign so you get a an additional health pool or to break his shield.

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