Few questions to balance team.

    • Few questions to balance team.

      Do you guys even test your numbers before making them live? Do you think that released ''new'' frost Q was fine? Do you think that sword parry and spear impaler were balanced and good when released? Do you think that fire new W is balanced and can compete with fire wall? Do you think that guardian helmet buff was necessary? Why STILL there are no changes to forgehammers? Why does it take almost 2 months for you to ''test'' *khem* numbers before making them live? Do you even play this game to know state of 5v5 meta and balance? Why there are no ''hotfix'' balance patches where you fix the stuff that you messed up? You stated that you want to remove dive comp metas, but why they are stronger than ever?

      This game is awesome and has huge potential, pretty sad that balancing is really bad tho.

      The post was edited 1 time, last by bishDEFORMED ().

    • After the mistake making healing sickness increase healing with 25% instead of reducing it how can you doubt that someone is testing anything?
      Guardian helmet got buffed last patch and will get nerfed in this.
      With the next season patch they will realise that 25 man zvz will make gear requirments so high and builds eligible so few that instead of making all participate in the zone control it will be the opposite.
    • BBBoca wrote:

      After the mistake making healing sickness increase healing with 25% instead of reducing it how can you doubt that someone is testing anything?
      Guardian helmet got buffed last patch and will get nerfed in this.
      With the next season patch they will realise that 25 man zvz will make gear requirments so high and builds eligible so few that instead of making all participate in the zone control it will be the opposite.
      LOOOOL really? The healing sickness gave increased healing? Ahahahahhah
    • MadSkillzDLR wrote:

      BBBoca wrote:

      After the mistake making healing sickness increase healing with 25% instead of reducing it how can you doubt that someone is testing anything?
      Guardian helmet got buffed last patch and will get nerfed in this.
      With the next season patch they will realise that 25 man zvz will make gear requirments so high and builds eligible so few that instead of making all participate in the zone control it will be the opposite.
      LOOOOL really? The healing sickness gave increased healing? Ahahahahhah
      Yes it was live for a whole day. They made that healing sickness gave you increased healing if you had bigger zerg.
    • In their defense, they did hotfix the healing sickness buff issue very quickly. Even though something that obvious shouldn't have made it off the test server.

      I also think there needs to be a little more transparency to the NDA balance playtests. At the very least list who is participating and encourage new groups/guilds to participate instead of relying on the same group of player playtesters with each balance cycle. This will help prevent groups from having an outsize influence on balance changes.

      Even better would be to open up balance playtesting to everyone, even if Retroman still hand picks some groups/guilds for specific test scenarios. Would be interesting to have a test server event during each balancing cycle open to all players to take place on the test server to encourage people to test and provide feedback and provide some kind of small incentive with something like character bound tomes of insight back on the live server for those who participated.
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      The post was edited 2 times, last by Grimhawke-EB ().

    • Many of you need to stop thinking as players and think as coders. Having a glitch like the healing sickness increasing healing is something that can happen very easy and is very common in games. When you have to read hundreds of lines of code for 8 hours a day, your brain eventually gets tired and mistakes happen even if they get tested many times.In programing, its simply impossible to not make mistakes.

      As for balance, the hard part is not knowing if its unbalanced, but how to balance it. Yes it can take 2 months or even more. Depending on the math formulas they are using, a sinle 1% or .01 change can make stuff too strong or too weak.
      And its not just about numbers but also about mechanics. Maybe an ability has huge damage, but if players manage to find ways to counter it, then its not op.In that case nerfing it would make it useles.(hope I explained this bit right). It is simply way too much information for a small team of developers to process in a weak or two. Unless its extremely broken, they will need time. And even after a "fix" some things might still be a bit unbalanced. Perfect balance is too hard or imposible to achieve after all.