
Originally Posted by
Chai
Lets see a post about balancing against all characteristics rather than just DPS. Once this crowd demonstrates they understand what true game balance is, these discussions will stop being (your words here) the toxic mess that they are and can then be more constructive.
The reason why this suggestion does NOT demonstrate an understanding of how balance works, is once you get your wish and they homogenize DPS to one benchmark, specific archetypes will drop completely out of he meta for good. Why play a platform with bad recovery and mitigation if theres no DPS reward for doing so (glass cannon) when we can play on the platform that has the same DPS, but better recovery and mitigation?
Games that succeed at class balance:
1. Bug fix patch
2. Balance patch
3. Feature addition patch
4. Expansion
~Repeat 1-3 on regular interval.
~Repeat 4 at regular interval with longer amounts of time between.
The issues I see in DDO which inhibit any kind of class balance ever happening are:
1. Company chooses to revamp one class at a time along with an update which adds features and fixes bugs. (no dichotomy for different kinds of patches. When its ready its checked in, etc)
2. Game revenue hitched to character power creep - this influences their choice to implement vertical progression system, ignoring any lateral and horizontal system potential.
3. Players not willing to wait for long period of time for all class revamps to balance game - knee jerk reactions with apples to oranges comparisons - comparing revamped classes with non revamped classes - resulting in nerf demands.
4. Many players have a completely archaic and unrealistic view of modern development practices, who question the knowledge of players who are aware of modern development practices, inhibiting any potential for real discussion to occur.
5. Players completely unwilling to admit they are part of the issue, claiming 100% company fault 0% player fault (while its own issue, also a part of issue 3)
Historically in DDO too many things couched in terms of balance ended up being rock saying paper is OP but scissors is fine. When acted on, balance has never occurred - it only served to usher in a new equally impactful (both positive and negative) meta build.
Nerfing the munchkin's current build has never saved a game. It has also never turned a munchkin into anything else, other than the same munchkin playing a different OP build.
While we might not gravitate toward that playstyle, driving those folks away from games usually has a large negative impact on the rest of the community. With their lust for figuring out all the synergies to build the most powerful character, they usually get there first, well before everyone else. They author up wiki and guides for what works and what doesnt, create build docs the rest of us follow, run all the tests to eek the last few percentage points of power out of their builds - helps determine where diminishing return thresholds are etc....when these folks are encouraged to leave the community, the wiki's go stale, the build forum becomes a graveyard of old outdated no-longer-relevant builds, and it becomes far easier to make build mistakes (can be costly in a game like DDO where backtracking a mistake requires a feat swap or an LR).
All for what? Nerfing their current thing, and enjoying some schadenfreude as they retreat back to their build enthusiast lair to get back to the drawing board, only to reappear on the next OP thing they figured out?
This is before we discuss the negative impact the nerfs heavily advocated for all couched in the name of game balance, had on the game. People complaining melee sucks now. Undo all melee nerfs since paladin revamp, and no melee build is OP in the current meta. Heck they could even undo the U9 glancing blow nerf. (yeah kids, get in the way back machine). THF would likely still be in last place, but at least its on the same lap in the race, rather than having been lapped twice over. The state of melee currently demonstrates how the usual suspects dont have a grasp on how real balance in a game works. Melee suffered nerf after nerf due to the same "constructive" balance talks, and look at the impact that had. Want this discussion to be constructive? Then some pattern recognition is in order, and when the negative patterns are recognized, stop engaging in them. This means being objective and letting go of old bias as well.
Edit: Also keep in mind I am saying this from a platform of not caring whether this current thing gets nerfed or not. Its not the current nerf talk I am advocating against, its all of the nerf demands thinly veiled as game balance requests, couched in terms of "ruining my fun when someone else plays it" etc...which I advocate against. Melee (especially THF) isnt even a red headed step child anymore. Its more like the witch that got exiled from the town of grindville, and for what, because it contributed to the community TOO WELL. Irony indeed. Multiple layers.
We'd send the inquisitor to investigate this mysterious disappearance, but he's been chased off by the nerf mob too.
The usual nerf advocates would not be able to tolerate the real mega-nerf that would need to occur to actually bring balance to DDO - something 10+ years of demanding nerfs to a single class because it performs better than what they currently play has yet to accomplish. In a scenario where revenue generation wasnt directly tethered to selling character power, instead of nerfing one thing at a time three times a year which has never worked in DDO to achieve balance, the nerf bat I would lay down on this game would be more like a nerf low orbit ion cannon - something to the effect that would melt everything people ground for and paid for over the past 8 years or so down to scrap, and after the crying stopped (and the tears collected for display in the trophy case) the "new" version of the post nerf game would look something akin to 2009 right before TR happened. It might require waiting a year or two for people to recover from the shock and hurt backsides this would cause (heck, most are doing that anyhow) but when people came back, they would get to experience the game in its best era, with a thriving endgame, when accomplishment integrity mattered, resource management was a thing, and the classes all did something desirable by other classes.
After that set up a lateral progression system, which doesnt always increase the power every single update, and instead creates and designs loot that is not based on current builds, but on getting people to play a more diverse array of builds by causing the community to create more builds around the larger quantity of interesting and unique items. This broadens the current meta into something complex rather than the current strategy of switching up the meta completely while favoring one archetype over all others. Combine that with having classes which are unique and have desirable abilities (i know, repeated from above), without every single problem being solved with a consumable or gear item that provides blanket immunities. Part of this would involve handing out immunities en masse as abilities, but you can only be invulnerable to the specific thing for a few seconds, and it would be on a cooldown. This would create a higher skill ceiling with more APM to play characters at the highest level (allowing us to collect more tears for the trophy case from those who dont like to push more than 2 buttons a minute) but still keep the skill floor low enough that non optimized builds played by auto attackers with potatoes for hands can succeed in the lower difficulty settings.
Then Id give the mobs all the same abilities, and even more unique ones the players dont have. You want real challenge? You got it. Defeat those mobs over there with warlock levels, eldritch chain blasting your party while they smile at you from behind their barricades. Dont just charge in, they might have set traps, and are currently baiting you to do just that.
After recovering in other games for a year or two, and the sobbing on the forums stopped (one can dream, right?), this is what players would come back and find.
In game balance, diversity is far more important than fairness or homogenization.
Real diversity is having the class that do actual different things (not simply semantically different) and then excel at one while being mediocre at the rest. Then the player actually has to make a real choice to gain one, while sacrificing the other. The 'sameness" type of class balancing the forumites are demanding nowdays does not account for real diversity.
I will provide some examples of real diversity.
Scale of 1-10. you get 25 points to allocate.
---------------
Cleric
-----------------
Heal 10
damage dealing 3
damage mitigation 7
crowd control 5
---------------
Bard
--------------
Heal 7
damage dealing 5
damage mitigation 4
crowd control 9
-----------------
Ranger
---------------
Heal 6
damage dealing 10
damage mitigation 5
crowd control 4
----------------------
fighter tank
---------------------
Heal 2
damage dealing 8
damage mitigation 10
crowd control 5
This is real diversity (and why homogenization of DPS as "balance" will fail). Classes are better at different things and all are desired. The problem is in DDO, all are no longer desired, so people measure class performance largely based on DPS with a secondary emphasis on survivability, then demand sameness balance in those areas. When those same people complain about class homogenization, this is a direct contradiction in logic, because it is their very demand of class balance which created the class homogenization in the first place.
In D&D the enforcing the trade off is what keeps the balance and also keeps the diversity. In my example of someone wants their fighter to be a 10 in damage dealing, they have to move points from something else, like falling to an 8 in mitigation to get it.