09-05-2021, 04:35 PM
You're free to that opinion, nobody would say you weren't. You just started basically telling people that they weren't allowed theirs. Problematic, to say the least.
Hard-caps really aren't the way to go, they remove room for things to be dynamic because the goal would then just be to reach as close to hard cap as possible and stay there. Things should be dynamic, but they should not fluctuate nearly as much.
The alternates have been considered, in a sense, but many have decided that the benefits of going back outweigh the benefits of weathering the storm, and trying to salvage something that at base just holds a semblance of being unfun.
Not to mention eventmin balancing in PvE getting a lot harder - that'll make people so much less enthusiastic about participating in or even running events, and when PvE events become unviable / unfun we end up going back to PvP anyway.
I'm sure some people find it cathartic to full dodge, but on the other end people will find it miserable to full miss. And in a system of PvE, people are likely gonna wanna ask the nearest magic gunner to take a gun to their head than have mobs full dodging them with high CEL (making dodgy mobs unviable because the only balance solution there would be to reduce their CEL values to the point where they're not really dodgy at all, instead just pushovers)
We don't need one system for this, and another system for that, if anything that just makes things confusing for new players who end up having to be told why something works this way rather than that way in the switch between combat types. We need one, clear, competent system for combat as a whole.
One that is fun to play, doesn't complicate event running by making it require even harder fine tuning (since that's where most plot will be and I don't see it get even nearly enough consideration in these talks as is), and doesn't sacrifice one person's enjoyment in a fight in return for the other person's.
Hard-caps really aren't the way to go, they remove room for things to be dynamic because the goal would then just be to reach as close to hard cap as possible and stay there. Things should be dynamic, but they should not fluctuate nearly as much.
The alternates have been considered, in a sense, but many have decided that the benefits of going back outweigh the benefits of weathering the storm, and trying to salvage something that at base just holds a semblance of being unfun.
Not to mention eventmin balancing in PvE getting a lot harder - that'll make people so much less enthusiastic about participating in or even running events, and when PvE events become unviable / unfun we end up going back to PvP anyway.
I'm sure some people find it cathartic to full dodge, but on the other end people will find it miserable to full miss. And in a system of PvE, people are likely gonna wanna ask the nearest magic gunner to take a gun to their head than have mobs full dodging them with high CEL (making dodgy mobs unviable because the only balance solution there would be to reduce their CEL values to the point where they're not really dodgy at all, instead just pushovers)
We don't need one system for this, and another system for that, if anything that just makes things confusing for new players who end up having to be told why something works this way rather than that way in the switch between combat types. We need one, clear, competent system for combat as a whole.
One that is fun to play, doesn't complicate event running by making it require even harder fine tuning (since that's where most plot will be and I don't see it get even nearly enough consideration in these talks as is), and doesn't sacrifice one person's enjoyment in a fight in return for the other person's.
Ending 145: Disappointed in Humanity