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Edited by Feanyar at 2015-6-30 16:48
Spira replied at 2015-6-30 14:48 
In my opinion, the increased damage was needed. However, i was expecting a flat damage increase, and ...
I don't agree that a dmg increase was actually necessary - though it's a viable choice (SH decision there). In the end it depends on where SH wants the gPvE to be located - basically by using your proposed method of balancing.
The way it was done with the incremental dmg-increase isnt very helpful though, because it acts like a soft-enrage timer. Once the boss stacked up more and more dmg, it's basically game-over. No matter what team you have, healer or not, it only buys you few seconds.
Personally, I thought the old system was quite balanced. Yes, the dmg-output of the early bosses was quite low for most of the strong people lurking around here - but dont make the mistake to assume that everyone was able to outtank even the He'el gPvE fights without healers. Several people with good cards had to take a healer because their main DD was to squishy to tank it out, even on +8!
In addition, there was a decent progression in difficulty (=boss dmg output). Let me make an example:
My Tefnut was easily able to tank out all He'el bosses, taking no damage. But then, my Teffy is pimped out pretty hard. You cannot expect everyone (even those with full NM teams) to be in such a situation where their main dps can tank that much - and tankiness on lowdps is worthless because the tank wont get hit in the first place.
Starting with Articum, the bosses actually started to do damage. LuBu managed to bring down ~30% of her hp over the full duration. I expected, that with later bosses even my Tefnut cannot survive without a healer. That seemed fair, since my Teffy has still a bit room to grow.
Considering that with my pimped-Tefnut im waaay above the average player and other toptier discples/teams are in a worse spot (eg. Befafes-centric teams, due to squishiness of the main dd), I considered the previous system reasonable. It gave an opportunity for meaningful progress. Means: If you improve your team / discples you have a noticable benefit in the sense, that one boss after another you might not need a healer anymore - but the bosses after are stronger and you'll need it there still. Step by step you could improve your way and dmg-output towards the higher stages of gPvE fights.
As mentioned, with the current system, there are next to no meaningful improvements because at some point the bosses just kill you. If he starts hitting harder than the WB with much higher attackspeed - there's nothing left to do but die. Buff your healer? Why? If the enemy 2-3shots your team, all that might do is squeete out one single more attack. Maybe two. Then its game over... nothing you actually notice ingame. You could just see a sliiight increase in the number when you check leaderboards - but you don't feel like you have improved at all with all the effort you put in.
Thats a bad thing for motivation.
TL;DR:
- I felt like the damage done by bosses was good before the changes. If SH decides to increase it a bit, it should be done as a flat amount as Spira mentioned - but I wouldnt recommend doing so or lower/midtier players wont stand a chance even with a healer. Keep the progression of dmg output via stages of gPvE fights as it was before: He'el = low dmg, Arti a bit more, subty even more, etc... It was a good way to ensure meaningful progression for improvements and thus motivation.
- Always remember: If you just want to reduce the kill frequency of bosses, you can also tweak their HP... thats much less impactful on how the matches and the benefits of survivability play out but net the same results in terms of kills / hits.
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