PDA

View Full Version : Simple Solution to Guardian Issues and Balance for all Fighters.


BoneSmasher
10-27-2005, 09:10 PM
<P></P> <P>I have read a lot of posts in these forums regarding the changes in LU #13.  I play a 53 guardian.  Until LU # 13,  I truly enjoyed playing my character.  Being "The Raid Tank" was never an issue since my guild was not in a poisition to raid.  If the only true strength of the guardian class prior to LU # 13 was that they were the only choice for a main raid tank, then the game was obviously broken.  I have given this a great deal of thought and believe I have a simple solution, at least in theory, to fix our class and balance all of the fighter classes while making each of them atttractive for raiding and grouping as a main tank.</P> <P>First of all, I think SONY always intended for fighters to tank equally well in most situations, basically being interchangeable for groups and also having the opportunity to raid as the main or off tank.</P> <P>Here's how I think it shoud be fixed:  Make the fighter classes what SONY meant for them to be all along.</P> <P>All fighter clases should have exactly the same NET DPS output and the same ability to handle NET damage.  The flavor comes from how they acheive those ends.</P> <P>The second thing that SONY should do is give each of the sub-classes a particular ability to handle a specfic type of damage better than any of the others.  This would also actaully support the lore of the classes. I think this could be implemented as a self buff to make it simple to implement.  Maybe even an additional group buff that is not as powerful for group utility.</P> <P>There are seven types of casting damages in the game that have standard resists: Cold, Heat, Divine, Magic, Disease, Mental ,Poison</P> <P>The melee damage types are Crushing, Piercing and Slashing.</P> <P>There are six sub-classes</P> <P>Monk, Bruiser, Paladin, Shadowknight, Berserker, Guardian</P> <P>If we go back to the original lore for each class then it would seem to make sense that they would have inherent advantages for certain types of damage.  It has to be significant for it to make sense and not just a watered down buff for instance.</P> <P>SubClass                                      Resist Buff                                Natural Resist Bonus  </P> <P>Monk                                              Mental                                        Crus hing</P> <P>Bruiser                                            Poison                                       Crushing</P> <P>Paladin                                           Divine                                         Pie rcing</P> <P>Shadowknight                                Disease                                      Piercing</P> <P>Berserker                                       Magic                                          Slashing</P> <P>Guardian                                         H eat / Cold                                 Slashing</P> <P>Now, since we have, in theory, made all fighters equal in overall damage handling, the special resists of the fighter would make them the more attractive choice in a raid depending on the primary damage type of the raid mob.  If the raid mob is big on poison damage then the bruiser would be the best choice.  If the raid mob did elemental damage (heat or cold) then a guardian would be the best choice.</P> <P>This would also give each of the fighter classes a unique utility component via group buffs for special resists.</P> <P>Racial resist bonuses should be in addition to the above self buffs.</P> <P>When I say that all fighters should be equal in total DPS and damage handling on average, I mean that if you parsed the logs over multiple encounters with varying damage types, the average DPS output and the average damage taken should be the same.  Auto attack damage with equivalent weapons, strength and other attributes should be exactly the same.  Special damages should be unique to each class.  A simple way to add DPS to guardians would be to give the class a chance to perform a "critical hit" that provides a significant damage bonus to that one attack round.  Parsed over time, any fighter class should have the same chance to do the same DPS as any other fighter under the right circumstances.</P> <P>Anyway, that is my 2 cents worth.</P> <P>Brand</P> <P>53 Guardian on Grobb</P> <P> </P> <P> </P> <P> </P> <P> </P> <P> </P> <P> </P><p>Message Edited by BoneSmasher on <span class=date_text>10-27-2005</span> <span class=time_text>10:30 AM</span>

BoneSmasher
10-27-2005, 09:36 PM
<P></P>For some reason the forums took out all of my spacing in the above post.  Sorry it looks so messy.

Zy
10-27-2005, 10:33 PM
<P></P> <P>Nice ideas.</P> <P> </P> <P>As i was reading this, i was thinking of an awesome ring type event where a raid would have to switch off main tanks on each wave as each boss spawn would have a different dmg type. Just kicking around a thought since im bored.</P>

Poochymama
10-28-2005, 03:29 AM
<P></P><BR> <BLOCKQUOTE> <HR> BoneSmasher wrote:<BR> <P></P> <P>I have read a lot of posts in these forums regarding the changes in LU #13.  I play a 53 guardian.  Until LU # 13,  I truly enjoyed playing my character.  Being "The Raid Tank" was never an issue since my guild was not in a poisition to raid.  If the only true strength of the guardian class prior to LU # 13 was that they were the only choice for a main raid tank, then the game was obviously broken.  I have given this a great deal of thought and believe I have a simple solution, at least in theory, to fix our class and balance all of the fighter classes while making each of them atttractive for raiding and grouping as a main tank.</P> <P>First of all, I think SONY always intended for fighters to tank equally well in most situations, basically being interchangeable for groups and also having the opportunity to raid as the main or off tank.</P> <P>Here's how I think it shoud be fixed:  Make the fighter classes what SONY meant for them to be all along.</P> <P>All fighter clases should have exactly the same NET DPS output and the same ability to handle NET damage.  The flavor comes from how they acheive those ends.</P> <P>The second thing that SONY should do is give each of the sub-classes a particular ability to handle a specfic type of damage better than any of the others.  This would also actaully support the lore of the classes. I think this could be implemented as a self buff to make it simple to implement.  Maybe even an additional group buff that is not as powerful for group utility.</P> <P>There are seven types of casting damages in the game that have standard resists: Cold, Heat, Divine, Magic, Disease, Mental ,Poison</P> <P>The melee damage types are Crushing, Piercing and Slashing.</P> <P>There are six sub-classes</P> <P>Monk, Bruiser, Paladin, Shadowknight, Berserker, Guardian</P> <P>If we go back to the original lore for each class then it would seem to make sense that they would have inherent advantages for certain types of damage.  It has to be significant for it to make sense and not just a watered down buff for instance.</P> <P>SubClass                                      Resist Buff                                Natural Resist Bonus  </P> <P>Monk                                              Mental                                        Crus hing</P> <P>Bruiser                                            Poison                                       Crushing</P> <P>Paladin                                           Divine                                         Pie rcing</P> <P>Shadowknight                                Disease                                      Piercing</P> <P>Berserker                                       Magic                                          Slashing</P> <P>Guardian                                         H eat / Cold                                 Slashing</P> <P>Now, since we have, in theory, made all fighters equal in overall damage handling, the special resists of the fighter would make them the more attractive choice in a raid depending on the primary damage type of the raid mob.  If the raid mob is big on poison damage then the bruiser would be the best choice.  If the raid mob did elemental damage (heat or cold) then a guardian would be the best choice.</P> <P>This would also give each of the fighter classes a unique utility component via group buffs for special resists.</P> <P>Racial resist bonuses should be in addition to the above self buffs.</P> <P>When I say that all fighters should be equal in total DPS and damage handling on average, I mean that if you parsed the logs over multiple encounters with varying damage types, the average DPS output and the average damage taken should be the same.  Auto attack damage with equivalent weapons, strength and other attributes should be exactly the same.  Special damages should be unique to each class.  A simple way to add DPS to guardians would be to give the class a chance to perform a "critical hit" that provides a significant damage bonus to that one attack round.  Parsed over time, any fighter class should have the same chance to do the same DPS as any other fighter under the right circumstances.</P> <P>Anyway, that is my 2 cents worth.</P> <P>Brand</P> <P>53 Guardian on Grobb</P> <P><FONT color=#ff0000>Good idea but it is heavily skewed in some areas. To even it out it should look like this.</FONT></P> <P><FONT color=#ff0000>Monk                                  Mental                   Slashing</FONT></P> <P><FONT color=#ff0000>Bruiser                              Poison                   Slashing</FONT></P> <P><FONT color=#ff0000>Paladin                              Divine/Magic         Piercing</FONT></P> <P><FONT color=#ff0000>Shadowknight                   Disease                Piercing</FONT></P> <P><FONT color=#ff0000>Berserker                          Crushing               Cold</FONT></P> <P><FONT color=#ff0000>Guardians                         Crushing               Heat</FONT></P> <P><FONT color=#ff0000>Having guardians have heat and cold and berserkers have magic was way overpowered. </FONT></P> <P><FONT color=#ff0000>This is actually the way it is right now, but i think they should make it more defined.</FONT></P> <P><FONT color=#ff0000>Take the Defensive stance for example The warrior one could give 300 to slashing and piercing and 600 vs. crushing. And vice versa for the other fighters.</FONT></P> <P><FONT color=#ff0000></FONT> </P> <P><FONT color=#ff0000></FONT> </P> <P><FONT color=#ff0000></FONT> </P> <P><FONT color=#ff0000></FONT> </P> <P>Message Edited by BoneSmasher on <SPAN class=date_text>10-27-2005</SPAN> <SPAN class=time_text>10:30 AM</SPAN><BR> <HR> </BLOCKQUOTE> <P><BR> </P> <P> </P> <P></P><p>Message Edited by Poochymama p on <span class=date_text>10-27-2005</span> <span class=time_text>04:30 PM</span>

Dart
10-29-2005, 12:23 AM
<P>Those are some great ideas that IMHO would be great. Problem is SOE stated a few months back that balancing fighters via content wasnt going to happen. It would have been a great solution for part of the problem.</P> <P> </P> <P> </P>