#Balancing Decisions

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weary talon
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Feels the need of making a meta-ish post again. I want to talk about a few problems I found with current item/class balancing practices.

Part I: The Decision Makers
I think its safe to say at this point a good amount of people have complaints about the current balancing team. Not focusing criticism on any specific people here but I do observe some general trends.

1) Balance team is too small
Right now it probably have like three or four players, which is probably too small. Even with the best players that understand the game thoroughly, this team size is way too small to form a good consensus.

2) The balance team have questionable connect to the game.
Not saying the usual "tm needs to play their game" line (even if it might be true). A team size this small will struggle to cover all the classes and playstyle and contents that must be understood to make good decisions. Example: Anyone on balance team that mains alchemist and builds around esoteric enhancements?

3) Lack of transparency on decision making
It happened for a few times: A questionable decision is a made and implemented, and then either fixed after a (likely too long) time, implement a fix that is inadequate, or just do nothing at all and expect people to forget about it (or maybe its the balance team that's forgetting?). I think a lot of these problems could be prevented if there is more transparency about what the team would do. Right now even if the balance team tells us they are doing to act on some issues they are often very cryptic on what the solution exactly is, and this doesn't help with finding out if the said solution is good or not. Even better if the interactions aren't buried in the midst of feedback threads or gameplay discussions.

Part II: The Decisions
I do think a lot of decisions made by the balancing team, and even some player's concept of balance are flawed and I want to point out a few problems that I notice.

1) Over-reliance on balance calculators.
Calculators are good for some general estimates on stats allocation, but the real gameplay is much, much more complicated. A piece's real balance budget should be affected by its niche, the other stats on the item, and even other piece that might synergize with it. Calculators should only ever be a reference and never override real gameplay experiences.

2) Balancing around contents that deviates from normal gameplay.
Considering the majority of content is focuses around a spawner-elite-grunt trinity, it should be balanced around such. Nerfing an AoE class because its too good in contents focused on a neverending swarm or nerfing a DPS class because its too good at killing bosses is not a good practice. (Also read my previous thread about bosses).

3) The "more complicated = better" mindset
This isn't the devs only, but a lot of players seem to think that the more complicated a skill is, it is better. While I do think some skills in the game are too simple and need some spices, a lot of them are just doing fine. Think about luminous infusion, a ton of complexity is added, but it doesn't really improve the skill in any useful ways.

4) The charm design problems
Already wrote a thread about it, but again it seems that making a good charm with a reasonable cost is pretty hard these days, not mentioning our hands are tied because charms stack additive and new charms are gonna make the old one better. I am increasingly convinced that an DRG-like system would be much better than the current star costed based system.

5) Some niches just don't exist
Stop trying to make melee poise real

6) There are too many items
Feels like we are way past of the point where we can offer a solution to the problem, but it feels like there is an absolute bloat of items, which would complicate balance and we are going to run out of interesting ideas pretty soon. There are only a limited amount of stats we can tweak, after all.

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7) The nuke buttons
We have too much skills that can just delete a group with a single button press. Going to make a thread about this for more detail since it is a pretty major problem and is doing big harms to mob/skill design.

haughty badger
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My man I think you make too much feedback posts

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Like idk if it's just me but you're averaging like one feedback post per week

weary talon
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an reasonable amount

haughty badger
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I just saw that teaser to another feedback post

weary talon
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why do you find this a problem

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also stop derailing the thread

tacit forge
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Balance has definitely been at the mercy of two persisting problems.
Balance for the last couple years has been suffering a death by a thousand cuts where small balance discrepancies have been adding and adding and now there is a mountain of little things that are fucking with balance big time.
TM Perception and goals with classes appear to be going off the beaten path and it leads to a lot of controversial changes (this one mostly encapsulates the recent Cleric changes more than anything but there are strays like Glorious Battle Pierce or C&D boss nerf)

haughty badger
tacit forge
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To clarify on the second observed problem, this does not mean that innovating is bad, this means that the approach to changes are trying to accomplish things outside the domain of the class which either fall short or would have to uproot the existing class to function properly

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Touching on Cleric again for this elaboration, most Cleric players were content with how Cleric was a few months ago and could understand number nerfs to the class to compensate for its growing power. Instead the class gameplay loop was uprooted entirely which left many long standing Cleric players heavily dissatisfied

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moving over to Assassin and its C&D Boss interaction, DPS players could understand the nerf under the context that you gain too much access to Stealth which would be overpowered when playing a glass cannon in a boss scenario. What DPS players could not understand however is the complete lack of a power reallocation back into the class (one that was clearly needed as observed within the early stages of testing post-changes) which lead to Assassin completely falling out as a DPS option in bosses

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The overarching question then arises, why?

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What beneficial purpose does this serve the game and its players? I don't mean beneficial like handing out free buffs and making everybody overpowered.

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To elaborate on the thousand cuts problem, there's always been stray balance changes (or lack thereof) that would cause balance problems over time

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stuff like several MW3 items receiving nerfs the moment MW4 came out

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(and the accompanying content having buffed values over the existing content where players just recovered from their loss of power)

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or something like Alchemist going unchecked and becoming a harbinger of death

fathom raft
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i agree with 8.5 of these points but i will not tell you which

keen talon
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me personally I agree with about 7.5

errant sleet
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6.3 myself

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In all seriousness, one of the biggest issues I see currently is your final point - there's so many items that it's becoming hard to add new ones in concept

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I struggle to agree with the note about Cleric for example, as a balance member who is a Cleric main was instrumental in that change

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I do think the team is super creative on actually creating new items, but they need to be exciting

weary talon
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unless you are dpsing

errant sleet
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I'm not a Cleric player so I have no actual insight on it lol

weary talon
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or maybe it's a price worth paying..

split stag
errant sleet
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And that's just after Star Point

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When the Masterwork system is supposed to let most items scale to endgame and we have several more wools at least, that will expand

still olive
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Gonna give it an 8.2 agreement rating

unkempt copper
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Days

willow violet
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hi

fierce ether
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There are really not too many items

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There are too many “this item is always good” items

unkempt copper
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I agree with like 2 of the points

keen talon
fierce ether
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I don’t think we have too many items. You block like, ~10-15 items and you find that you’re lacking a lot of items again.

willow violet
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i think r2 items are cool

fierce ether
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Things like threads of the hungerer are just, always good and really good. These items make it hard to build into the slot they fill

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One per major slot and you feel like you’ve run out of items

willow violet
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i also dont like how it seems like items are literally made to be used in 1 specific build

haughty badger
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Idk if it's just me but r2 is the worst to build for

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I can never get a good build that covers everything I need like r1 and r3

willow violet
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i think thats the point

haughty badger
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Never having a "meta build"?

willow violet
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no its just i have fun trying to make good builds

haughty badger
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At least on warrior I see there's no clear consensus on what's meta and you can kinda cook

willow violet
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r3 its also kinda the same

willow violet
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situs are so cool i wish i could build more around them

haughty badger
unkempt copper
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There are def not enough items

willow violet
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defenitely not on rogue

unkempt copper
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Also melee poise

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Is very real

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And fun to play

haughty badger
unkempt copper
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Which ones

haughty badger
haughty badger
unkempt copper
willow violet
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i want more items to be viable !

unkempt copper
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They might not be meta rn but you gotta relies if we get enoguh items it will fit a niche

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And eventually be good

haughty badger
midnight saffron
unkempt copper
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Look at the agility set

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A lot of those item are kinda mid alone

haughty badger
unkempt copper
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And i think they are fine

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Jsut gotta wait for more items

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And I don’t think making everything meta at one time is good balance

haughty badger
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I mean some items get directly outclassed by other stuff it feels

unkempt copper
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Some things won’t have a fitting place yet

willow violet
haughty badger
willow violet
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yeah ik

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they scammed me

haughty badger
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Like iridium directly outclasses sirius shield except in like extreme niche situations

willow violet
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i might use it in vesp

unkempt copper
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The siruis sheild has uses

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Just like godspore one does

tranquil tendon
midnight saffron
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We should make the Sirius shield have Decay X or something lol

tranquil tendon
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given that luminous infusion rework was practically unfinished on release

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gives the look of "basically nobody tests this"

haughty badger
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I just realized that shield has melee fragility lol

willow violet
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im not mad at luminous

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but it could have been timed better

haughty badger
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I can only see it being used for like magic prot since afaik iridium doesn't have magic prot

willow violet
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like if it stayed for like 1 week it wouldnt be this bad

unkempt copper
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Luminous can be made good

willow violet
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but it stays for 1 month

tranquil tendon
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i dont play cleric so i cant really comment on the skill itself

unkempt copper
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Weekly balance is a bad idea

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To expect imo

haughty badger
unkempt copper
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I think this post jsut digs into balance without understanding how hard it is to balance

willow violet
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also no testing ig

unkempt copper
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There are things I will say

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Won’t

haughty badger
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I do hard agree that balance team is a little small

willow violet
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like u cant even make a hotfix

unkempt copper
haughty badger
tranquil tendon
unkempt copper
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That’s Carries

willow violet
willow violet
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but releasing it AND no changes to it for a month

errant sleet
haughty badger
unkempt copper
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I’m willing to bet luminous was tested days

unkempt copper
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It’s just think who tested it

haughty badger
errant sleet
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Exactly

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Like do I think it didn't hit the mark? Based on the reaction, yes

willow violet
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did they test it on a 0pt or smth i really dont get how the testing could be so bad

errant sleet
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but if it's actually just bad, that's a bigger question

unkempt copper
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I personally think balance is in a fine spot rn outside luminous

willow violet
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i dont want to believe it was tested

unkempt copper
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Which I think will probably get a rework of sorts

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Luminous being like half the stacks max would be fine

willow violet
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most ppl were just outraged on dj

errant sleet
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We don't tend to balance fully around Delves, to be fair

viral laurel
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People that are happy or had their fill of the game really don't talk much about the game itself. They're either somewhere else or popping in here randomly like me to see the action

errant sleet
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I can't speak to how it was tested this time however

unkempt copper
willow violet
unkempt copper
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I mean I was

willow violet
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u can literally not have a spec and clear a 0pt

unkempt copper
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Watching mscr test luminous after update and played with him for a while

unkempt copper
haughty badger
unkempt copper
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Hell no

viral laurel
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A standard 65pt delve am I right

willow violet
haughty badger
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Yeah then like what's the difference

unkempt copper
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It was like 3hours of deathloopibg

haughty badger
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I can do it in shattered r2 gear but I will also die

willow violet
viral laurel
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You can clear a 65pt naked

haughty badger
shy rain
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I can notice a skill being weak if it takes me not using it to succeed

unkempt copper
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I don’t you have the mental ability to do so

haughty badger
viral laurel
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Yes

unkempt copper
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This was so funny

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When we found out the main sink jsut sucked

willow violet
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im pretty sure people are mad at
hexfall based balancing
calculator based balancing
no testing
removing a playstyle(hybrid)
rogue cant dps
1 person balancing "team"

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thats what i see the most

tacit forge
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I can say that with the case of Luminous rework specifically that the new skill does not work in Paladin's gameplay loop

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most effective usecases I see are just using it like you would the old version

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or abusing the passive DJ3 buff

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which old Luminous also did

unkempt copper
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It’s just not a god to follow

tacit forge
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wasn't the calculator being tinkered all the time before R3 release?

willow violet
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yeah it never is a bad thing but certainly needs to be used properly

spice root
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  1. I actually like more items
tacit forge
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people have different gripes with current balance but the glaring obvious takeaway is that the method in which balance is conducted is flawed

spice root
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see r2 item diversity:

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(it's so nice)

obtuse hinge
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Who even plays 0pts outside newer players

errant sleet
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Sorry, high end delves

viral laurel
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As an aside, Isn't it problematic that dungeons will rarely be played "as intended" because many who have played before the release of a dungeon will be overkitted so theyll stomp it then delve it. It's either trivial or it's a hodgepodge of previously trodden out mechanics that make it generically "monumenta"
That's why I'll be using unupgraded gear for any dungeon releases

errant sleet
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Poor wording on my part

unkempt copper
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Anything above 25?

tranquil tendon
errant sleet
bright granite
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How many of those threads going to be posted OhTheMisery

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Anyways, I agreed with most of the points, after the hexfall part, I couldn’t even get past Ru’Ten and I don’t get why i couldn’t get past that boss.

mint cobalt
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honestly high is probably anything above 18, with stuff like 25+ your faults should probably be made up for by teamwork

little sapphire
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i can absolutely see where the design was going for the skill, and it had good intentions

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unfortunately the implementation was truly catastrophic

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i've actually got a feedback post about it in progress that i was planning on dropping after content unfreeze incase it remains untouched but i might just finish it now

ornate raft
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interim mask/blackflame remains
windborn cape
vehemence
lieutenants storm/nightsky threads
gilded quiver/nutcrackers soul
stormborn+draskball
or embers of thoridal

midnight saffron
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60 melee EHP FTW

ornate raft
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vs 200+ evasion ehp withering

midnight saffron
ornate raft
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most poi mobs die just from snowball

craggy zenith
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and it is tough to use luminous . the numbers and radius on the ability are extremely low . the compatibility it lost with projectiles is also a major hit

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12 crit luminous being worse and 2 brute force crits is just not right

ornate raft
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fang later specified high point delves

ornate raft
random trail
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yea, in general going with "above monetarily efficient" is a decent measure for the delves balanced up to

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so 12/18/21/25 or however that math works for each amount of players

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especially 25, beyond that it's going beyond the intended difficulties and is mostly wild west

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challenge delves being intentionally set beyond intended levels, and max point play being just player choice

jovial crater
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I think the problem wth many of these balancing posts is that you are looking at the effects of the issues instead of what caused them.

What is causing balance issues in R3? Well, the fact that we suddenly have 3 new scaling systems that favor dps as a stat than any other stat; making R3 DPS-centric and defence being somewhat of an afterthought with death being literally 0 risk. Well, maybe the fact that R1's base kit is too old for R3 and needs to get updated to fit the new standard.
I do not think that the issues come from "balance team too small" or "questionable connection to the game". I am not saying all of the things here are bad, but what we are looking at is a lot of tiny decisions throughout the entirety of Monumenta showing up in R3 when the devs want to reach for more complicated design but they can't.
To fix R3, you have to fix R1 and R2. Imo, these kinds of posts that you are making are slightly useless; they only look at the result of a tiny portion of the puzzle piece without taking into account all the issues. This is useful when we have a character limit (which we do) but to me this feels like a bigger issue that touched not only balance, but also everything else.

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if we fixed the issues you are listing here, they will pop up again and again.

weary talon
jovial crater
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Doesn't change the fact that r1 needs to be fixed for r3

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Also i listed a couple problems

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._.^

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I also will still think R3 is the most dps centric region

tacit forge
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I do think that R3 is using the tools wrong compared to R1 and R2

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maybe the classes feel jank because R3 demands them to work differently than they have had to

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R1 and R2 had an element of restraint baked into nearly every class and that element is either gone or unviable to consider in your gameplay

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like for example keeping your Volley and maximizing the value when encounters get rough, instead Scout has weapons and charms that can clear without Volley at all and Volley can just be thrown out whenever

weary talon
tacit forge
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alternatively you can build entirely into Volley and utilize 360 Volley's disgustingly high power level to win encounters without much effort at all

weary talon
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its just r3 deviates too much

tacit forge
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in R2 Guardian has to be careful not to misuse its abilities or you could very well fall apart in battle

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now you just sit in a crowd as an invincible powerhouse and only use abilities for neuron activation

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say what you want about R1 and R2 balance but they were way better than R3 at actually providing consequences for a player's actions

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most R3 builds nowadays are machines that run until they don't anymore and you just pick up your grave and rerun

still olive
jovial crater
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Which is an issue of r1's age

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Not rly the devs fault

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Imo the an issue of balancing is what the devs were given with r2.
Death not really being a consequence due to anvil inflation is one of them.

tacit forge
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death used to have heavy consequences but reasons beyond balance led to its removal

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wouldn't it just be better to add consequence to death?

jovial crater
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I think death has consequences when you just dont have infinite anvils

tacit forge
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I mean getting anvils is super easy

jovial crater
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Bcs like when death is just an annoyance; glass cannon is the viable option.

tacit forge
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1 dungeon and a Lime tesseract could easily get you a couple stacks of anvils

jovial crater
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At least that is how i see it

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But i may be wrong as well

obtuse hinge
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Death has consequences only first half of r1 and only if you waste all quest anvils

still olive
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There are still very much real issues with the way things have been conducted that are not just R1 classes being old

obtuse hinge
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Or if you have 100+ levels on you

tacit forge
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but R3 drops the ball hard on actually slowing people down

tacit forge
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the main problem with glass being so effective in R3 is because it functionally goes faster than not being glass

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in R2 for example, there's no real reason to run glass because a real build can kill about as quickly

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mob health is low enough to the point where glass cannons overkill super hard so it's not worth it

jovial crater
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And hp is high bcs otherwise the mobs would literally have no way to attack players

tacit forge
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R3 does the inverse where mobs are unimaginably healthy

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if HP was low, you could easily give the mobs higher damage to work with

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which would then lead into a more grounded balance where the mobs can actually have a crack at you

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BIS or BIS-1 builds in R3 would fold in half to these new hypothetical mobs

obtuse hinge
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Well yea if mob health goes down suddenly there are less reason to run glass

tacit forge
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they could still kill them quickly yea but now less offensive builds can catch up

obtuse hinge
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Its r2 balance rn

tacit forge
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and have the benefit of actually living

jovial crater
tacit forge
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there's the problem with BIS-1 sets having too much defense but that's a simple calculator tinker to solve

obtuse hinge
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There is also the sheer amount of mobs that every spawners just produces

jovial crater
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Bcs death has no damage, this means that you would just buff glass with more defence

tacit forge
tacit forge
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in R2 classes only ball out of control if you sacrifice a lot in your build to do it, R3 classes have that currently as a birthright (also mobs demand it of you with their high health and population) so pushing balance closer to R2 would naturally lead to a more controlled balance

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takes a handful of steps but R2 before R3 release was in a great place, every class had their strengths and weaknesses but more importantly everyone could pull results

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R3 balance finally hit the stride of everyone pulling results but that's because it took the inverse approach of making everybody overpowered through various means

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Alchemist getting Lifewood Dew for example

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or Berserker getting GB Pierce

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doing it this way has the side effect of making the game much more volatile

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doing things outside the defined meta for a class will usually mean you lose almost on the spot

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(conveniently some class metas are baked into the class like GB Pierce)

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what does Alchemist do without Amalgam (U) and some kind of nuclear charm option

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play a mean support probably?

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what does Guardian do without Will of Ganzir or high BF investment/Vires

willow violet
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yeah it feels like tm makes the meta for you when designing items

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forced into a playstyle

viral laurel
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wtf they make items with a certain goal in mind?

drowsy prism
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crazy right
instead of just creating ai generated skills that has no coherence and have the player figure out how to play them

willow violet
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no i meant

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like ok some of it is needed

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but i just think its becoming so obnoxious

ornate raft
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if ya dont like the plastyle dont play it

willow violet
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instead of saying this is a melee attack speed item with low dr

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they go like lets make this item fit inside melee poise guardian and not in anything else in 1 very specific build

ornate raft
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thats just poise for u lul

willow violet
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also greaves of sunken faith is just made to fit in like 1 specific set

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also darkstar duskroot forced synergy

ornate raft
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well its better than none. some items ofc will have a small nich but thats better than none

ornate raft
willow violet
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before nerf it was literally forced synergy

little sapphire
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the world if irrus' was agility

ornate raft
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mixed

willow violet
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deepslate xkelaq 💀

willow violet
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theres a total of 2 mismatched situationals on agil

ornate raft
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but they are both good dmg

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and irrus would be perfect for builds which dont need attack speed

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it has so much utility

willow violet
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and when the wristblade erm

ornate raft
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armor has enough adaptability options

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not like anyone needs armor adaptability for melee suffer

dusk silo