Overrun and WarZone
We will be testing a couple of games today. See HELP OVERRUN and HELP WARZONE in the game.
I am mainly looking for feedback on if the games are fun at all. The length of the games. The difficulty of the mobs in the events.
Please post all of your bugs and feedback here instead of using the BUG command for now. I will run them a few times today and tweak them until we are pretty happy with them.
Will probably start in about an hour, which is about 19:00 GMT and 12:00 PDT.
Thanks.
2
Comments
Were you in the last one? I was dying as soon as I spawned in a room
This is going to be an issue with basically anything smaller than an ebonmarrow, really, because combo attacks dominate at clearing clumps of trashy low health mobs.
Really, all Warzone games should probably just start with the high end mobs. When you get down to it, a Warzone game is just a Bloodbath with mobs and it seems susceptible to all the old scoring issues of bloodbaths. Why bother killing Eldreth once for 5 points when the same amount of time will let me kill a one point newbie 10 times? It's just like how Great Hunt strategy with the spirits requires you to die occasionally; killing big mobs becomes less efficient than one-shotting trash mobs.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Events always favor certain classes, that's the nature of events when you have different classes. Try and win an FFA as a predator at all. Try and beat a Diabolist as a monk(or any class without rage, really). There are certain matchups that you just aren't going to win assuming both parties are equally skilled. Septus the Deathknight takes Septus the Runeguard ten times out of ten. No question.
The big thing here to me is that small creatures heavily favor the combo classes without adding anything interesting to the game. Getting kills amidst big waves of facemelters can be interesting. "Who can kill locusts the fastest?" is not interesting. It would not be interesting even if it didn't excessively favor fast/combo attacks, which it does.
As for the big things? People heavily overvalue combo classes on large targets. The larger the target, the less valuable combos become and the more important your pure DPS is.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
This will make it worse for more people.
Criticals are just a straight percentage modifier on top of your DPS; when you math it all out criticals are a fancy and somewhat random way of just adding +X% to your bashing dps. When you remove criticals from bashing you're reducing DPS across the board. This has the side effect of increasing the value of tankiness.
Here's an example: Say I do 40 dps without criticals, and with criticals I average out to 60 dps. Say an Ebonmarrow has 1000 health. With criticals, I need to survive an ebonmarrow for roughly 16.6 seconds. Without criticals, I have to survive an ebonmarrow for 25 seconds. That's several more hits for 400+ raw damage that I have to survive, and that gives a huge advantage to the tankier characters who can take 25 seconds worth of punishment without flinching.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
450 < 553
You were reckless.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Also, this would not make it more equitable and more interesting. Oddly enough, when you make things easier to tank you still end up increasing the value of tankiness.
Let's pit you and me against each other here. You have 553 health, I roll at about 700. I also have better resists than you. You took 313 from that beztyr's physical hit and I'd take 264. I'd also take 111 from the poison hit, so you're taking about 75 more damage per hit than I am(450 compared to my 375. The thing here is that despite my higher resistances we both still die from two straight beztyr hits, because these hits are so big that my better resistances and higher health aren't enough to buy me extra hits. Sure, they're enough to let me heal my way out of a two-shot from one beztyr, but two beztyrs in my room can kill me dead before I can react, same as you.
Let's reduce their damage by a third. You take 300 damage per shot, I take 247. You're still getting two-shot from full health, but now I can survive a two-shot from full and still have 200+ health left, so even one regen tick will let me soak a third hit. The end result here of reducing their damage by a full third is that I can survive more hits while you're still getting dropped.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
As for the rest, if you trade big damage for bigger hordes, tankiness still is a factor, obviously. However, you may stop some of the insta-pwnage that makes contests less fun.
I mean, really. A monster that one-shots you with 500 damage is a complete shutdown, whereas you might have a small chance against a group of 10 things all doing 50+ damage. And even if they faceroll you, at least you won't feel cheated. I mean, there were ten of'em!
I regularly bash Skegdald. The top attack there does 402 ish damage to me through platemail, shield, evasion, and protection favour. It's rough, sure, but it's manageable if you handle aggro and know when to duck out and heal up. Most of the times I've died there in the past day or two have been me pushing my luck when I should bail and heal. There's some skill involved in that.
On the other hand, if I have a bunch of mooks, a predator or monk with their four combo attacks is just going to wipe house on the scoreboard. A slower templar such as myself (esp as strong but even as athletic with longsword) doesn't have a chance. Especially against a pred or monk with L3 everything. And there's basically no skill at all involved in just hammering attack <thing>
Its a little funny to me because at first when I started doing Skeggy I probably would have agreed with you about this kind of thing, but given time to think about it and the numbers Khizan showed in his arguements I reconsidered. Its the artifacted people it really benefits making those kind of changes.