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Combat Balance - Targetting Mechanics

Discussion in 'Release 23 Feedback' started by Masonic, Nov 14, 2015.

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  1. Masonic

    Masonic Avatar

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    Combat Balance - Targeting Mechanics.

    Primary Testers:
    Themo Lock
    Cunning Stranger
    Margaritte McLean
    Gurney
    War Sage

    Initial assertions and definitions.

    A.
    There are three types of targeting:
    1.Direct tab targeting, eg. searing ray.
    2.Avatar Arc targeting, eg, ice fist.
    3.Ranged template targeting, eg, fireball.
    B.
    Direct Tab Targeting hits 1 target, arc targeting hits a defined number of targets dependent on skill or weapon, as does Ranged template targeting.
    C.
    Positional server lag refers to positional differences between display to user and areas of effect placement.
    Direct tab targeting is unaffected by positional server lag.
    Avatar Arc targeting is extremely susceptible to positional server lag.
    Ranged template targeting is somewhat susceptible to positional server lag.
    eg. When at -40% movement speed due to over weight, another skilled player struggles to hit my Avatar with a halberd, if I simply randomly tap ASDW in a chaotic manner.

    Problematic system.
    A.
    Balancing between PvP and PvE aside, for now.
    While an archer needs to kite, disable and assassinate each target one at a time, a melee fighter can hit 2-3 targets at a time with out need to kite. The speed of progression is completely unbalanced. Magic sits between the two extremes.
    B. Raising the pure metrics instead of addressing the balance between archery and melee causes a situation of archers requiring 2-3 times the damage of a melee fighter, effectively removing the need to kite, breaking theme and archetype.
    C. Magery is complex and currently works best in hybrid. Pure magery does not level well, but finds more use at high levels. Many glyphs suffer this "initial uselessness" which has resulted in the great gust ball slaughter that is known to be standard practice currently.

    In relation to PvP.
    Raising metrics for damage output as indicated above would result in the archer/mage team which simply uses range to create focus fire instant kills. Melee would be rendered invalid in all forms of PvP except duels.

    Conclusions.
    Better reserved until/in case asked for an opinion :)
     
    helm, Kacey and Katrina Bekers like this.
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