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View Full Version : How to balance T1 (dps) classes


lilmohi
02-16-2006, 12:15 PM
<div>Not that i think it would happen, but I think the only way to ever be able to actually balance the T1 dps classes (preds/sorcs) would be to:</div><div> </div><div>1. remove all targetable beneficial spells (including evac, pathfinding, stat buffs, and mana transfers)</div><div>2. remove all poisons (perhaps give assassins a self-only apply poison type buff)</div><div>3. make bows have same delay and damage as melee weapons</div><div>4. make quivers have unlimited supply of arrows</div><div>5. adjust all spells/CA so dps is equal</div><div> </div><div>That way the predators won't have to "pay for their dps" and the sorcerers won't have buffs that muddle up the parse data by adding dps to group mates.</div><div> </div><div>Or you could reverse the first two and give everyone the same (or very nearly so) targetable beneficial spells, but then you might be stepping on the toes of other classes who do moderate damage but cary added utility.</div><div> </div><div>Making those changes T1 should be easy to balance, but of course that still leaves the other 3 tiers.</div><div> </div>

Dojoc
02-16-2006, 12:41 PM
<div><span><blockquote><hr>lilmohi schrieb:<div>Not that i think it would happen, but I think the only way to ever be able to actually balance the T1 dps classes (preds/sorcs) would be to:</div><div> </div><div>1. remove all targetable beneficial spells (including evac, pathfinding, stat buffs, and mana transfers)</div><div>2. remove all poisons (perhaps give assassins a self-only apply poison type buff)</div><div>3. make bows have same delay and damage as melee weapons</div><div>4. make quivers have unlimited supply of arrows</div><div>5. adjust all spells/CA so dps is equal</div><div> </div><div>That way the predators won't have to "pay for their dps" and the sorcerers won't have buffs that muddle up the parse data by adding dps to group mates.</div><div> </div><div>Or you could reverse the first two and give everyone the same (or very nearly so) targetable beneficial spells, but then you might be stepping on the toes of other classes who do moderate damage but cary added utility.</div><div> </div><div>Making those changes T1 should be easy to balance, but of course that still leaves the other 3 tiers.</div><div> </div><hr></blockquote>for what do we have then 4 classes with all the same skill (only dps) if we could get one class at all ?</span></div>

lilmohi
02-16-2006, 12:52 PM
<div></div>same reason there are 6 priest classes with virtually identical healing abilities..."flavor". :smileywink:

Magu
02-16-2006, 04:33 PM
None of that would balance it...<div></div>

Jai1
02-16-2006, 06:54 PM
<div></div><p>I agree the Tiers of damage seem to be a little fuzzy.  As a necro, I went 1-50 as a hard working DPS class , however still lacking, until LU13 when I was basically tier 1.  Those were some fun times and I knew they wouldn't last.  Necros AE abilities in their current state may be off but I wouldn't say we are tier 1 now.  Well AE maybe. </p><p>But, I DO loose a lot of DPS with my utility.  I'm not talking about Sony giving less DPS to necros for more utility like is described by the OP. It occurs in gaming play.  I rez, pass out hearts, and heal.  It's possible to lay down some damage and maintain DPS while doing this but a lot of the time I'm preoccupied with the other thing sometimes to keep DPS up.  </p><p>Tier 1, or so called classes, may not be the same.  Only thing I can think of is a wiz pumping power.  If this is a case of people wanting MORE DPS and just more after that then I don't know what to say.  Things probably won't change.   The problem I see with sorcs is that they run out of power quick.  Regular customers for hearts. They could basically mess with a wizzies spells/power pool to increase their DPS.  Seems easy enough.</p>